@Ratchet. Give advice or say nothing. You should know better than this...
@Sierra Sounds like your lacking early game vision control for your HMG! Really need to ensure they are firing from long/mid ranges because otherwise rifles in cover will shoot down the crew members at short/mid ranges. Don't overextend to get vision because your vulnerable to flanks. Sometimes being content with 1-2 strategic points less can really let you repel flanks better due to sufficient vision for HMG and more concentrated support. 1 VP, 1 ammo and maybe 1 fuel (keep it neutral at worst-case) is all you need as Axis early on for both OKW/OST.
Learning when to actually concede map control is one of the hard things to learn in CoH I find but with combined arms it is extremely important to recognize! Counting your opponents squads, knowing roughly their distribution on the map and keeping in your memory how many have retreated really helps. Obviously most easily applied in 1v1 to do this compared to team games.
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Broadcast: https://www.twitch.tv/StephennJF
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Post History of StephennJF
Thread: Blobbing23 Nov 2014, 15:37 PM
In: COH2 Gameplay |
Thread: Blobbing23 Nov 2014, 13:26 PM
Alrighti no problem. I am to lazy to draw out (exam study) why blobbing will actually win you engagements where if you try hit from multiple directions you will lose. It smashes your opponents line and then the rest crumbles there after. Need diagrams for this. Writing it in text is to hard to show and my wrists are sore... In: COH2 Gameplay |
Thread: Blobbing23 Nov 2014, 13:03 PM
Yes it is. I call it tactical blobbing on my stream all the time. If you know there is no risk and can safely blob to disrupt someones lines, may as well do it. I've been doing it in CoH1 and CoH2 for ages. I rarely blob multiple squads, but it can sometimes really catch your opponent by surprise all of a sudden esepcially in regions where they have no vision control (behind a hedge, mortar smoke). Blobbing in one area can literally cause a chain reaction of victories as you move across your opponents frontline. There is risk, yet great reward. The risk is that if that one unexpected HMG stops your blob and/or vehicle looking for road kill hits your blob. Good bye map control! The problem I have with blobs in CoH2 is with USF and OKW elite infantry, being both LMG equiped M1919 paratroopers and MG34 obersoldaten. These units break the rules and literally promote forward assault idiot blobbing. They have the potential to reliably beat HMG positions with frontal assaults and prevent all support weapon crew teams from pulling back when firing from mid/long ranges. The fact they have such high DPS and shoot on the move is the cause of the problem and is poor game design by Relic. CoH1 blobs with rangers/paras with sprint (fire up?!) were poor design as well but snipers were extremely easy to use and could get a huge long term drain on these kind of blobbers. It is a different game in the end when you compare CoH1 and CoH2. In: COH2 Gameplay |
Thread: Cons spam and other goodies23 Nov 2014, 12:45 PM
Correct. S-mines are 60 munitions to commence building and place 4 patches down. However, if you decide to place only 1 patch down (15 MU) you will be refunded for the other 3 patches the moment you cancel construction (45 MU). That way you can spread your s-mines over a greater area on the map as opposed to one massive field, which makes it much more difficult for a single sweeper squad to deal with. In: COH2 Balance |
Thread: Cons spam and other goodies23 Nov 2014, 12:13 PM
Yeah sorry ThunderHun I can't help you with OKW. Barely been playing them lately and when I have versed SOV it is never con spam. I assume it is the more urban maps as OST and OKW that are the trouble verse con spam as you can't get full use out of 2 HMG with overlapping fire as on open maps. With OST I know my flame pioneers literally win me early games by just staying around key buildings or my MG42. Obviously don't bother with sniper verse so many conscripts on an urban map. I'd go for 3-4 grens, 1 flamer pio, 1-2 MG42 and a mortar generally do the job. Defend one side of the map and do not extend onto their side until you get a 2nd pioneer for sweeper or if you do just avoid the obvious mine spots. Don't forget to wire/s-mine narrow flanking routes as you move up the map when your pioneers have time. Generally the conspam -> T2 -> call-in strats lack the ability to deal with wire/mines asides from CE sweepers. If the CE are on the wrong side of the map it wastes a lot of SOV time. Spam little 15muni s-mine patches everywhere you can! In: COH2 Balance |
Thread: Cons spam and other goodies23 Nov 2014, 11:31 AM
Ostheer huge T1 into T3? In: COH2 Balance |
Thread: Ambulance speed21 Nov 2014, 14:55 PM
Yeah I know.
I feel these advantages cancel out the disadvantages. It serves a different role the medic truck compared to the HT.
Yeah it is my kill priority when I see it. Killing it actually rewards you somewhere in the order of 400-500MP. Not only does it cost a lot but the lack of healing in the next few engagements costs manpower. If you get it early you lose a squad on the map, however you also get a lot more map sustain so clever building usage, cover and flanks can overcome.
I often bring it forward but bring it back later to HQ because I hard retreat more than soft retreating as my opponent gets more hard hitting units. If I know I am going to lose an engagement to LMG gren or ober, P2 or 222. I rather get out immediately via hard retreating as it saves more manpower. I will not bring the medic back up until I get the Major.
Micromanagement speed is irrelevant sorry. This falls into map awareness and vision control, not micromanagement. Positioning your rifles/RE in the right positions on the map prior to fights even commencing make it safe for your medic indirectly. If you can spare time to listen in the FoW it is extra points. The key to the medic truck is safe and smart unit positioning and that shouldn't be lost.
I love my medics. I typically get them earlier than other players. Trust me though, if there is no risk in having them on the field (aka everyone does it) and they can quickly speed off it could be really tricky to deal with USF on urban maps. It already is pretty hard when USF get good building control. Catching the medic with its pants down as Axis due to negating the USF players vision control is a early/mid game tactical maneouvre that should be rewarded strongly. At most I would bump the Medic truck acceleration by the smallest of margins (0.2-0.3). Do not touch its top speed. I rather see no change though to be honest. It is a good risk vs. reward variable and at the moment it is probably one of the easiest risk elements to predict. There is a lot worse risk RNG elements that throw me off than a predictable truck placement. In: COH2 Balance |
Thread: Ambulance speed21 Nov 2014, 06:43 AM
Why it would go faster? Its not like someone is dying or something Katitof plz. The ambulance does not have any sounds or flashing lights. It would probably cause an accident if it goes full speed drifting down the roads! In: COH2 Balance |
Thread: Ambulance speed21 Nov 2014, 04:29 AM
No. Placement is the key thing with this unit. If you think there will be a big engagement within that area then move it up there. Likewise, if you believe its dangerous you get out asap. If it has high speed and/or acceleration it will simply be to easy to control the map or escape well executed Axis ambushes. It is the associated risk and I think it is best that it stays. Having both healing/reinforcing is a huge benefit right on the frontlines and if done correctly (even without a Major) you place so much pressure on your opponent that they can't help but forefit map control. If you misplace your medic you should be punished for it. In: COH2 Balance |
Thread: Cuatious Movement ability21 Nov 2014, 03:04 AM
Well the snipers need cover in order to cloak. The Jagdpanzer and Luch can cloak anywhere as long as their is no combat occuring.
I have no idea with the first strike bonus though. In CoH1 the first strike bonus was obvious. In CoH2 I can barely tell the difference to a regular shot. In: COH2 Gameplay |
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