A replay from you, encountering this issue, will greatly help us.
Theorycrafting is good, but being able to write our notes directly to your issues will not only help us (by shortening our work) but also to you - you will get info you exatly need.
https://www.coh2.org/replay/60106/gameplay-reference
I unfortunately only have my most recent game saved, and in my opinion it's a poor representation of the problem, because I tried to use higher amounts of infantry and I chose to rush my opponent to try and ofset my mid-game artillery problems, this backfired due to lack of UC support and I ended up spending the rest of the game fighting mixed battles over the last quarter of my side of the map.
If I play another game that truely sums up the problem, I will post it.
edit* Another comment on that game, I was resource floating like mad because I was playing with very little fuel,and didn't account for it, I normally don't float such absurdly high MP values.
|
Reference to query on Strategy Thread |
If I may quote:
1. And my playstyle which once challenged some of the top 10 players in this game struggles to touch even the average OKW player.
2. I'd use the mortar pit, but it seems to hugely underperform in my eyes against a singular enemy mortar, which can easily out dps my mortar pit due to it being nearly unable to miss such a huge target.
3. Machine Guns are OK, but they lead to a static form of play which then leads into getting rinsed by Infantry Support Guns for the rest of the game, which once again requires charges with weak infantry into better suited infantry to remove.
l2p
Somehow your first statement seems to conflict with the other two quotes. Your turn to find out why.
My aim in placing that statement at the top was to impress apon the reader, that I do not lack the ability to play this game, and have at times been very highly ranked. (I was knocked out by -HOI-PAUL in the 4th round of OCF, for example)
It doesn't have much merit beyond that as to my actual points about the gameplay problems I have been running up against.
My later points are to give some explanation of the fights I'm constantly ending up in game after game, and my problems to fight alternatives to deal with them beyond the UKF kit.
And as to your ridiculous point of L2P, there's a reason I'm asking a question on the forum >.>
If you didn't have anything beyond pure trolling to input I'd have preferred you didn't input at all. |
So I've been a reasonably high tier player in the past and recently I've returned to some of the changes recently "balanced" into the game by Relic.
Whilst the days of Shreck Blobs are far behind us, the infantry shredding potential of the Volksgrenadiers for the OKW seems even worse in my eyes. And my playstyle which once challenged some of the top 10 players in this game struggles to touch even the average OKW player. I feel myself in a situation such as this.
My infantry is worse, without having to fight long ranged pitched battles which of course my opponents try and avoid as much as possible. I end up trying to basically solo my opponent with my Universal Carrier, which in the past was a strong technique but requires extreme levels of micro and concentration.
I'd use the mortar pit, but it seems to hugely underperform in my eyes against a singular enemy mortar, which can easily out dps my mortar pit due to it being nearly unable to miss such a huge target. Which requires me to constantly sally forth with infantry which doesn't perform well on the move into once again these walls of STG fire.
Machine Guns are OK, but they lead to a static form of play which then leads into getting rinsed by Infantry Support Guns for the rest of the game, which once again requires charges with weak infantry into better suited infantry to remove.
And I end up with a army based around waiting for that Rushed Centaur to even break out onto the field properly.
Thoughts on how I should be approaching it?
|
The UC is far too buggy to be dependable, the pathing is just terrible. Half the time it reverses right into combat, getting fausted as a result. And its not cheap either, like all Brit units. It can be good, but only if you are prepared to lose your sanity over it dying for no reason. I think that 1 more IS or sniper would do the work better. Piats are really good only against King Tigers and such, because they do not home, which again means that your opponent has to be an idiot to even allow his light vehicles to get hit by Piats. Again, if Brits had snare, the Piats would be great, but as of now, well... Sorry if I seem too negative, just trying to put your plan through the test, not trying to mock you or anything.
I spend most of my time using reverse on it anyway. The UC is just a micro heavy bastard but it can reap rewards if you practice with it. You want to literally be keeping it at maximum range, it's still effective and it gives it the most amount of security. I agree Piats are infuriating. |
"Stay out of flame range"? Hahaha, that flame range is like 3 times your grenade range, not to mention that the Flame HT is super fast. If you want to engage it, you will get flamed, period. And you know, most players PROTECT their flame HT with infantry or 222s, which will mow your Boys down. Also, you cannot use cover against Flame HT, so the DPS is lousy. If you go for it, you can get an AEC around the same time he gets the Flame HT, which is far better choice imo. Getting 2 squads of Boys severely limits your AI, because they just get WRECKED by mid game by basically any infantry out of heavy cover. Unless you get the 5 man upgrade, they are generally pretty weak. If your only squad against Flame HT is Boys, it can just kill them 1v1 in seconds and then proceed to the rest of your army, unless the enemy is a complete idiot. It is just that sort of unit that NEEDS a hardcounter, because it is too potent to be stopped with just softcounters.
If you remember my first post I did suggest an AEC and if the work I suggested with the UC is going well then it should be practically soloing the infantry let alone with the MG and infantry also included. If the UC is destroying the Infantry then I find it far more likely you're going to see a 222 as a response in which case the infantry are more than enough although you may lose the UC. You have many options as it comes up to German light vehicle time, AEC, AT gun, Piats, Boys rifle squads. IF you have more than one of these it is generally easy to counter anything they throw at you. And as I said if the UC is getting its value then your opponents infantry should be severely weakened and your infantry base should remain strong. The Boys rifles remain a reasonable option as even if you lose your UC then your halftrack should be up soon to follow up with Vicker's Light Machineguns to out DPS any german infantry. |
A single Boys squad gives you "security against flame halftrack"? Are you trolling or something? Double zooks are not enough against that thing when handled properly. I do not know who you played against, but the Boys are pretty much useless unless somebody parks their vehicle right next to them in heavy cover, close enough to throw the HEAT nade. Other than that, they are harmless against vehicles and just get kited around. If they had a real snare, that would be a whole different story, but as they are now, unless your enemy is an idiot, they do not kill vehicles. Also, in 1v1, the AEC is usually a must, at least for me, because the Brits get outnumbered almost every time. Having said that, it is my experience with the Tank Hunters. If you have a different one, enjoy it, because I have not had any success with them so far.
I agree they can be killed by the flame halftrack easily, but the Heat grenade is a large threat to any light vehicle and if they stay clear of the grenade range then you can try and stay out of flame range because you have long ranged boys rifles. They aren't a counter but more of a deterrent preventing him from just walking all over you until you can get something stronger. If you have the ability to get a second squad then you can really threaten a flame halftrack. Hell, If you chose the machine gun on the UC you can just keep peppering him. |
I generally go with 1 inf section ( on top of the starting one) into machine gun followed by universal carrier. I find either upgrade viable, it just depends on what you need, The machine gun is very good if you're fighting in open areas as the mobile machine gun is ridiculous. But the WASP is also effective in open areas, it just happens to be crazy good against buildings as well( for obvious reasons. With good micro keeping it at maximum range against infantry you can duel even singular panzershreck squads, as you can take a singular hit and then roll off and repair without engineers. Use the machine gun to hold down key areas and use the infantry to cap and support the carrier with more firepower. If you're playing special weapons regiment you can rush out the Boys rifle infantry which will give your infantry security against a flame halftrack. And if you Come up against the dreaded Flak halftrack, a AEC or more Boys rifle infantry should deal with it. Without the Special Weapons regiment life is harder, a quick AT gun rush may help, but AT guns can die easily.
"When in doubt rush Centaur " |
I'm not convinced the base defenses are inherently bad. They work extremely well on Overwatch on the new Emplacements commander. But as said before the Valentine and Sexton are useless and The 2nd ability is far too expensive. |
|