Yeah, guess you're right. I'm probably judging things based on the worst possible evidence. I'll have a go at arranging a team sometime instead. |
Yeah, I guess stability is an issue as well. Honestly, 4v4 just feels pretty bad so far. Rarely do people communicate, and matchmaking is pretty gung ho with the skill levels of those involved. |
Had teammates drop when we're winning and when we're losing. Ditto opposing team. As I said, I've just started, so my ranking will be low, but if I have to go through awful game after awful game, I don't see much point in bothering to be honest. I can understand dropping if your team is incompetent, I've considered it a few times myself, but the drop rate I've seen so far is a bit much. |
So I've played maybe ten or so 4v4 automatches so far, and every single game there's been at least one person drop in the first half of the game, often in the first 5-10 minutes. Have I been incredibly unlucky in my first impression of team games, or is this common? At this rate I'm not sure I even want to keep playing team games if so many people drop... |
My main use for merge so far has actually been into other cons. I like using lots of cons, so I tend to end up with a few vetted squads and a few unvetted ones by mid game. I'd rather merge unvetted ones into vetted ones to keep them on the field longer than retreat the vetted cons, so long as they have enough health per model to make it worth it. |
Having been on the receiving end of snipers, paras, lmg rifles, and well microed shocks, I say all of the above. I'm a scrublord though, so my ober use is probably sub-par at best. |
So far I've been going 3 volks, early truck (t1 against soviet for attrition battles, t2 against USF for fast puma). That and an early fight gives you 1cp for an mg34. 1-2 mgs depending on how much infantry spam and how open the map is. Save munitions for at least 1 shrek, preferably 2, always float a little for abilities when you need them, then have your pios dump mines whenever you can afford it. Support gun is situational and random - it can kill a blob for you, or do nothing all game. Use it to put fear into blobbers and campers. Puma is basically mandatory against an American going fast captain, but can come out a lot later against soviets. That's served me well in my few games so far.
Jagd vs panther is basically just fuel. I can't think of anything that comes out early enough that schrecks, rakatens and a puma can't counter, so an early jagd isn't really needed. Getting lots of early vet on a jagd, on the other hand... |
I can't speak for countering it, since I've not played against it, but in my few games so far it's been my play style since I don't like most of the other options available to the Soviets. What I can say is that what gives me pain when using con spam, against both Ostheer and OKW, is just simple counter-spam backed by an mg or two locking down a few key sectors. 3-4 grens/volks playing defensively with mg support and a mortar or support gun can lock down fuel, cutoff and a VP without much trouble. You'll vet up faster than him since any kills he makes will be spread among lots of individually weak units. Late game your vet 3 (or 5 for OKW) infantry completely outclass whatever he can throw at you, while you should've secured enough fuel for some solid armour to counter his call-ins. Just play it patiently, goad him into overextending, keep bleeding manpower from the con squads, and by the time your force completely outclasses his you'll still have more than enough VPs left to offensive cautiously.
Con spam is (to my nubcake mind at least) about going for the throat and staying there while you wait for tanks your opponent simply doesn't have the fuel to counter. You can't do that if you've been bleeding manpower and let your opponent keep a bit of fuel all game. 10cp for t34-85 takes a while if all you have is cons running around, and sacrificing them for faster xp will give up either manpower or map control, so if you play the waiting game you should have enough fuel to deal with the call-ins.
Also, luchs. A well micro'd luchs will destroy conspam if there aren't guards or a fast t-34 to counter it.
Edit - a pure conspammer won't bring anything scary out before you have t4, so just hunker down and tech for those obers and luchs. Fast obers and an unassailable flak truck on the enemy cutoff is scary when you've invested so much mp in cons. |
Excellent! This is pretty much my preferred way of playing soviets since so far I find molotovs too random with just a few squads, don't like clowncars or relying on flamer crits, and refuse to be a maxim spammer. I'd really like to try this out with the advanced warfare commander, but he seems to have vanished from space and time... |
Hi all!
So after the longest time of owning CoH2 and barely playing it (framerate at release was like playing in powerpoint...), the release of WFA has gotten me back into the game. Right now I'm just doing what I presume to be placement matches in automatch, since the skill level of my opponents seems to vary wildly between "first time playing RTS" and "Hans-esque roflstomper". I seem to be doing pretty well though, long may it continue!
Also, jagdtigers in 4v4 on terrain heavy maps. Just lol. |