Yes this would provide a better way to scout for invis unit. Additionally right now there is no reason to buy a volk when you can replace it with a fall.
I think it's key to remember when the Game was released and falls had panzerfausts, It was the only unit in the OKW roster that did have faust. Volks had shreks
Profile of Hon3ynuts
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Broadcast: https://www.twitch.tv/hon3ynuts
Steam: 76561198055190850
Residence: United States
Nationality: United States
Timezone: America/New_York
Game Name: Hon3ynuts
Broadcast: https://www.twitch.tv/hon3ynuts
Steam: 76561198055190850
Residence: United States
Nationality: United States
Timezone: America/New_York
Game Name: Hon3ynuts
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Post History of Hon3ynuts
Thread: Fallschirmjager should lose snares11 Oct 2019, 15:16 PM
In: COH2 Balance |
Thread: I need tips for using trenches10 Oct 2019, 21:06 PM
Your opponets cutoff = yes Are they garrison cover? Or something different To my understanding Garrison cover is slightly worse than green cover for RA. But you do not get it negated at close range. Trenches would therefore work the same right? In: Strategy Desk |
Thread: Returning to CoH2 - Recent faction changes explained10 Oct 2019, 20:23 PM
Pgrens got veterancy buffed Ass grens were also buffed. Alot of people skip t1 now and go ostruppen, ass grens or just hmgs into fast pgrens. Grens have 20% damage reduction instead of 20% RA at vet 3 so its a little easier to keep them alive lategame. Grens still have the best AT snare so its good to have them but there are just other good options for ostheer infantry now. In: COH2 Gameplay |
Thread: Vs Falls as Soviets10 Oct 2019, 04:48 AM
A couple points 1. Focus on capping order, map control You cap munitions and the victory point on the right first. You need to prioritize the fuel and particularly getting units there quickly. Additionally if he ran his sturmpioneers to the right fuel and your engineers were forced off you may get no fuel. In a t1 soviet build You should play defensively until you get a scout car out. Keeping the engineer and con units fairly close so you can soft retreat and help out vs sturms or volks that show up. 2. Build order Key timings 3:30 Flamer M3 4:00 OKW Tier 1 after 3 volks ~5:00 Potential for OKW T2 after 4 volks OKW has no counter to the m3 I recommend getting it as your 4th unit latest. For example I prefer 2 engies penal m3. Cap until the m3, Then penal, 1 engie and m3 attack together. Also focus on keeping it alive. You could have had much better map control and probably forced a raketen if you did so. There is also potential to put a squad in it and drive to the okw cutoff immediately to make up for your lack of capping power, there's not much they can do unless they build a raketen before t1. The t70 came out at 10 minutes. He had no AT at all except fausts, having a better capping order and map control would let you bleed the falls badly for a longer period of time. W/o a puma he has more munitions as he doesn't need to heal but light vehicles are very effective. 3. General Keep multiple units closer together, often times they were isoloated where as your opponent would have 2/3 squads together easily forcing off units without much damage taken. It's not a great map for cutoff moves but focus on cutting off your opponent more especially when you force retreats, do damage or have a light vehicle advantage. In: Strategy Desk |
Thread: Rifles overperforming?9 Oct 2019, 18:18 PM
B/c the Rifle Buff was considered smaller than the fall buff I have never seen an infantry unit more powerful than 125 dps commandos though I think they are around ~70 dps right now In: COH2 Balance |
Thread: Rifles overperforming?9 Oct 2019, 17:38 PM
Okay Commandos are tied for the 16th best veterancy instead of the 17th best veterancy out of ~20 infantry squads In: COH2 Balance |
Thread: Medic Heal Radius is too small9 Oct 2019, 17:29 PM
Last Patch, Medics were adjusted with the following 1. Medics now Sprint 2. Medics now stay within range 20 of the medbunker/base (Was previously ~30/35) I am currently finding that range 20 is not enough. My units may be only 10 range away from the bunker when they come back to base and if i give a move command to spread out they might be too far. If they retreat from a different base entrance, they might be too far, If my med truck is on the opposite side of the OKW hq it might be too far. This is particularly frustrating when They are reinforcing at max range but not healing Suggestion: Revert Medic Range to 30/35 With the sprint medics will still be effective at healing even with a larger radius, but microing your units to receive medical attention will be easier In: COH2 Gameplay |
Thread: Rifles overperforming?9 Oct 2019, 16:31 PM
Which infantry units are you comparing this to which would have worse stat bonuses than this? To my knowledge 30% acc and no cooldown is quite low as is .9 RA For comparison tommies have 25% acc, -20% cd and .77 RA as vet bonuses Back to topic To build 3 rifles and an officer now costs 50 manpower more. Mabye this will have an impact on how effective rifles are in the first 6-7 minutes as it would be equivalent losing almost 2 extra models. I think this is a nerf though not directly to stats. Mabye after the mini-patch we should re-evaluate the rifles OP question. In: COH2 Balance |
Thread: Sherman Crew instantly dies9 Oct 2019, 15:44 PM
It's a bug caused by the decrewed vehicle moving after the decrew. Sometimes it is more obvious, but sometimes it just rotates slightly. Problem is, a decrewed vehicle is a neutral entity, and crushes everything near it. Okay this explanation makes sense, the second time they were adjacent to a mortar pit on the right and a wall to the top so there was virtually no space to move. Of course in trying to recreate this in cheat mod They just poped out from other direcitons on the tank or went on the opo side fo the wall In: COH2 Bugs |
Thread: Sherman Crew instantly dies9 Oct 2019, 04:48 AM
The m4a3 Sherman Crew instantly dies upon pressing the Decrew Button, their silent bodies lay limp next to the tank. This is quite an impactful bug and I forgot to save the replay, but it has happened twice to me in the last week during 4v4s In: COH2 Bugs |
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