Profile of Beinhard
Post History of Beinhard
Thread: Are kubelwagens OP14 Sep 2014, 17:31 PM
Kubel-jesus is just way beyond OP, get two of these and rush any Sovjet/USF player, instant win within 10mins In: COH2 Balance |
Thread: Patch September 9th, 20149 Sep 2014, 19:56 PM
Axis just got stronger.... RIP allies 2k14 In: Lobby |
Thread: OKW Duplicating units glitch8 Sep 2014, 20:30 PM
Its simple and *legal* since no action has been taken from Relic. Its about duplicating units. For example, duplicating sturmpioneers without losing man power for buying a new squad; - First you need to send volksgrenadiers to salvage for example mortar (you can do it on mg, mortar, anti tank gun, other words everything what you can cap it) - Second, while your volksgrenadiers are salvaging mortar, send immediately Sturmpioneers to cap it before its done - After you salvaged mortar, that unit with the capped mortar will be able to retreat and won't be mortar units, thy will be sturmpioneers with 3 men that reinforce 'em same as that one man who left after capping mortar. - So when you do it all, you'll have 2 units sturmpioneers without paying 320 man power per unit This works with all OKW infantry. In: COH2 Bugs |
Thread: SU-76: A Real Discussion7 Sep 2014, 16:10 PM
I actually like the Su-76, it can be the game changer early game if you get it out early enough. It will demolish all axis early armour, and supported by an AT gun you can put up a decent fight for any early Pz.IV or Ostwind. It is also a good option to remove OKW trucks, and cause massive damage to fortified positions. Had a couple of games where my SU-76 has demolished Pz.IV's themself and went on to win the game in a matter of minutes. |
Thread: Hello!6 Sep 2014, 23:37 PM
Hello I'm new on this forum, been looking for an active CoH2 forum for a while I've played COH since it was released and I have been enjoying the series for a while, but the last instalment of the series is not as good as its predecessor, but still enjoyable! Hope I'll meat some friendly faces around here, maybe some new players, and new tactics! In: New Members |
Thread: Wy the Axis are the better choise in 2gg26 Sep 2014, 23:22 PM
For me it seems like the german factions are a bit more easy to micro and a bit more "passive" way of playing, that are attractive for the casual gamers. This is probably why the queues are favouring the axis, as it is more rewarding for playing the axis. I'll try to describe my personal opinion on this. In 1v1, Sovjet vs Wehr is probably the most balanced match-up, as these two factions has units that matches/counters each other. Tho, I would say that the Wehr requires a little less micro as playing passive with mgs and pak's, may be forgiving and rewarding against mediocre sovjet tactics. One can debate that the German armour is a bit stronger than Sovjet one, but in my opinion it is all just RNG gods trolling around having some laughs. Pz IV bouncing shots on T-34/Su 85s rear and side armour and vice-versa. ISU vs Ferdi/ Tiger vs IS-2 are all in all quite close in performance, tho the Ferdi can be a tough nut to crack, as the sovjets can't out range it. OKW and US are a whole different story, these two factions in 1v1's are just laughable. My experience so far is that the OKW player can rape the US player hard in the early game, with a well placed kübel/sturm rush, tho the US player can counter it with two riflesquads + echos, but you will probably lose one squad to bait the sturm pios. Mid game, well if the US players gets up early AAA truck or a Stuart they can pretty much dominate and win, vice versa with an early Jagdpanzer + Volks (w/shreks). If the late arrives the US simply can't hold its own ground, as the rifleman are highly out-gunned by Obers/fallschermjägers, even with the expensive BARs, they won't keep their ground as the main infantry. Where is the elite US infantry (non commander)? Jacksons and Shermans are also quite weird, with the horrible pathing, it is hard to use the speed and manouverability, as they get stuck and to yolo 180s when you try to reverse out of danger. The early german mortars and mgs (wehr) will also cause massive problems for an US player, since in the early game, 1/2 well placed MG's + Grens/1 x Mortar will simply wreck your rifleman. Flanking the MG's are probably the l2play problem, as most germans with a brain will cover/place their mgs in good positions where you can't reach them. TL: DR - 1v1 Germans requires less overall micro Sovjets/US requires more micro for a powerful build. US Forces in general lacks vital infantry, mortar abilities/late game units as Pershings/Jumbo's. 2v2 - Where to begin 2 x Sovjet vs 2 x Wehr Balanced as 1v1 situation, described above, sovjet tactics is a bit more challenging, but more rewarding when you make them work. Germans can allow themselves to play a bit more passive, and rely on early armour/pak+mgs to breaktrough the sovjet lines. Atleast this is my experience. 1 x US+ 1 x Sovjet vs 1 x Wehr + 1 x Okw This is where the real balance problems lies in my opinion. The current "weak" US factions makes them a burden for the Sovjet player if the game drags out past 20mins, as German heavy armour have an wide edge over the current US late game units in-game. The Priest can be lethal as ****, but it won't cut it against swarms of Tiger II's, Panthers etc. As the US is currenlty decent/excelling at early/early mid game, this forces the allies to be switch up the pace and swarm the german positions before heavy armour/ or an Ost-wind appears. The skills for managing these types of aggressive flanking/swarming, without getting pinned and forced to retreat by well placed mgs/bunkers/wages are probably, requires some brain beyond the screen, and as in most online games this doesn't exist amongst the wide spread of random players you meat as an allied players. Most of the players are "hurr durr" lets walk straight into an MG-42 and whine about bad teamm8s and not helping your teamm8 when he is getting double teamed, while the single MG-42 is wrecking all your bad headon infantry attacks on an MG. Tho I rarely play with randoms this is mostly what happens when I venture into the 2v2 mode without a friend on ts3. Current build (commander/strategy/tactics) needed to successfully bringing down a well coordinated Axis opponent, is quite hard as the imbalance between OKW vs Sovjet/US is quite significant. The classic Sturm + Wagen rush is ingenious tactic that pays off in the long run as it is fairly simple to pull off, and it is unpredictable where the wagen will hide, or where the sturm pios will pop up and annihilate your infantry if your silly enough to venture into close/medium fights with them. You can as sovjets make hell for the OKW if you poke out 2 x Snipers with clown cars and mow them down and get up guards to counter the light armour the OKW player sends on you, however any wise Wehr player would support their teammate if the sovjets steamrolls the OKW player with Maxim spam or Sniper/Car tactics. Late game units as the Jagdtiger is just wtf, this thing shoots through buildings, heavy forrests and it simply doesn't care about well concealed allied armour. It also out-ranges all allied AT/Tanks by a wide margin and has a relative good damage output, as you would exspect from this expensive as **** TD. The current tank pathing doesn't help with flanking heavy armour as these tank drivers are drunk on vodka and whiskey 24/7 after the last patch. TL: DR: - Imbalanced nations; OKW (Over-performing), US (Underperforming) - Allied factions requires a lot more micro/unit preservation, than it counter part - US main infantry is weak vs Volks/sturms. - US lacks early mobile AT (Shreks are superior, costs less than M1s) - Late game units heavily biased towards OKW, no real counter to a Jagdtiger (not a huge problem, but frustrating) - Fallschermjägers ability to walk out of buildings behind enemy lines vs US paratroops has to jump lel the list goes on :/ My experince from 3v3 or 4v4 are that there currently is no balance, the one team which can spam and blob the most will win. I just play them for a laugh when im not trying to play serious This is my personal opinion on why the Axis are a better choice to play in CoH2 (2v2,3v3,4v4), Im not a native english speaker, so sorry for any grammar fails. In: COH2 Balance |
Thread: Vehicle reverse6 Sep 2014, 22:26 PM
The pathing after the patch is probably one of the worst ive seen in a RTS game. Clear path behind the tank, under fire, trying to reverse, tanks does wild 180, boom ded In: COH2 Bugs |
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