General Information
Register Time: 11 Sep 2014, 03:24 AM
Last Visit Time: 9 Feb 2019, 04:47 AM
Steam: 76561198065091318
Residence: United States
Nationality: United States
Pretty simple suggestion here: I'd really like it if players had the option to remove unwanted units from the battlefield and receive a small refund when they do so.
EG - I have a M3 Scout Car that's survived into the late-game and I don't want it in my army any longer. I should be have the option to order the vehicle to drive off the battlefield and then get a small refund (say 1/3 to 1/2 the original cost of the squad, perhaps provided in the form of a temporary boost in resource income). The same option should be available for infantry squads.
Lots of other RTS games have this option, usually in the form of a "disband" or "scuttle" function. The USF sort of have it in the form of the Mechanized Company's "Withdraw and Refit" ability, which provides a much larger refund (approximately 3/4 the original cost of the squad) than I'm suggesting here.
I think it should be allowed for say 1/4 to 1/2 as it would allow you to phase out units that are no longer very practical to have in your army such as paper armor M3's, M20's, Kubels, etc. Make refit bonus too big and it doesn't penalize you enough for making bad build choices but I am sure it could be done properly. It would provide a cool theme of sending your lighter troops to the rear and calling up heavier reserves now that the battle is in full swing.
Liked and subscribed...gonna send this to some friends I got convinced to try the game out but are discouraged because they are getting beaten down as they are new to game although not new to RTS. This game has such a steep learning curve that guides like these are really a must for players who are so far behind.
We need the player base to keep growing. Keep up the great work.
Quick question about merging. I often find myself wanting to keep my Zis gun at the front lines on a push and if I don't have a vanilla HT near by to reinforce it, I will often merge in a con squad to keep my Zis from being in danger of being de-crewed. Generally I use my least vet con squad since I want my best troops staying on the front line and would rather deplete my lowest vet squad. However, since conscripts get a survivability buff at vet 3, maybe it would be worth it to merge from that squad so my Zis gun would be more durable to small arms fire. Does that work or does merging a con squad into anything else revert the merging models to vet 0 stats? I do know that re-crewing removes the +25% rec. acc. but that is different than merge I am sure right? Thanks.
Then people will whine about Relic making money off of new commanders...come on Relic...you should keep your servers and tech support running in perpetuity based off of our purchase of the base game 3 years ago....MOAR STUFF FOR FREEZ!
DevM played against Price's double sniper strategy and won yesterday. I would definitely recommend watching that game. The trick DevM used was to just not lose units, and bring out a counter sniper.
With some excellent micro he manage to get veterancy and weapon upgrades on his squads and then get into a position where the two sniper could no longer efficiently hold off a push without retreating. The game became an epic battle of counter snipes which eventually led to his victory
is that Vid up yet? and I just hate that double snipers is still so effective that it never makes sense for DEVM to deviate from that as Ost...as others said, as long as it is bracketed by grens/ostruppen there will always be a snare available as long as you keep the muni's in the bank at all times...then the player likely loses their light vehicle and they are screwed even harder as bleed continues...and good point Tatatala, their HP is so high that I think it would take a direct hit from a 82mm mortar to kill the sniper. Maybe HM-120 could do better?
COH2 is definitely not as much about sniper wars as vCOH which I am thankful for since it makes the rest of the game diminished and elevated sniper play to the only thing that really mattered but still the counters available to snipers is pretty poor.
There seems to be almost no flaw on DevM's Ostheer strategy. He gets out the 2x sniper and unless you can get a mortar hit or lucky strafe/T-70 flank how can this be countered? Every time KA rushes with cons/shocks the sniper stuns them with his frangible grenade...seen it deployed about 4x now to devastating effect. While I never face players of DevM's skill level, I would think even an intermediate player could devastate players of similar skill range with his build order assuming proper sniper micro.
To those who say KA isn't playing the best, nobody else either in OCF or SCC4 have done much better vs his 2x sniper play either.
Then post his response on here, with permission of course would like to try this doctrine again but close the pocket doesn't seem to work very well for me. Do you need vision on cut off sectors for artillery to target enemy units?
Give allies a T4 supply yard type upgrade for less manpower bleed and then give Gren's option for 5th man locked in T4 also. Seems like no high level players are getting T4 in 1v1
I don't see how this would be more realistic, OR give Thompson upgrade more utility. On top of that, asking for a window of forgiveness for using the worse unit to fight with is asking for a noncombat unit to be great at combat.
If you get raped disembarking vehicles for repair, then that's honestly a L2P issue, isn't it? Vehicle Crews aren't even fast at repairing, I barely bother disembarking due to risk of getting attacked.
A bit of OT, but a thought popped into my head about using Vehicle Crews to replenish depleted squads, just like Conscripts. Would be a nice alternative role for them that's not a big deal, and gives vehicle crews that lost their vehicle a cheap meat shield role without just suiciding them. They can be used to supplement your other units' losses and keep those AT guns and howitzers rolling.
If you watch DEVM play he will get an engine critical and pop out and do critical repair so fast you would literally have to fire a rifle grenade on his crew the moment they pop out to even have a chance of hitting them before they pop right back in and drive off for full repairs.
After watching it through I have a few suggestions
1. Your micro gets sloppy at certain points.
2. Your economy is a slight bit sloppy.
3. The most important. Your build order is all over the place. At multiple times you can get T-34/85s and you pick inferior units.
4. The reason you won that game is because your opponent was absolutely terrible.
For a more detailed analysis checkout the video
If you have to sit through an ad I apologise, some donkey hats I've never heard of monetised it because of the CoH 2 soundtrack (I forgot to turn the music down). I don't monetise my videos, especially videos meant to help other members of the community.
That was very nice of you to do a video analysis. Do you do those often ?