I have been getting countered and countering LMG grens so much more effectively since latest patch has made them become so tightly packed whenever they are in cover. Non-doc mortars, HM-38 mortars, M8 scots, etc all start pounding LMG grens on autofire as soon as they sit still for more than a few seconds...if you keep moving to avoid the arty rounds...your LMG never fires or only fires for a second. I can post a replay if necessary showing how powerful these rounds are now and I am keeping all my squads apart, no blobs...
What are my other options to get quality infantry that can hold the line and push for territory? lots of PGs? |
Spearhead Doctrine is NOT weak...probably one of the strongest Doctrines for Wer out there.
Mortar truck is OP and is a better mortar that the standard mortar team, plus it has fire barrage which one shots any building (permanently setting them on fire).
Smoke is a god send when you field a tiger and are trying to save it, or any vehicle.
Recon flight is necessary when your fighting vehicles and want line of sight for your Paks, plus it complements the Mortar Truck when you want vision to take out support weapons.
I dont see the point of Ger43s if you can get LMGs. Waste of munis you could spend on mines.
You get an average airstrike (bombing Run) ...that is not much damage BUT is pretty fast and harder to react to. Will take out full squads if aligned properly.
Tiger.
weak?? please.
This doctrine is my go to if I want to play my best in 1v1.
agree that spear head is a good doc...used to be my favorite...however under new patch G43s are much better choice than they used to be, why? becuase they can fire on move and lmgs cannot. That has always been the case but mortar rounds now decimate single gren squads because they clump up in cover and so if you don't keep your grens moving every couple seconds you risk an entire squad being wiped out by a single round of mortar/m8 howie, 75mm howie, etc.
I can post a replay if you would like to see how devastating the new cover mechanics are to grens caught in cover by explosive rounds |
I don't know if anyone made a distintion but 1v1 and 2v2 are 2 different worlds. Where in 2v2 you can be backed up by maxims and AT guns early on, 1v1 is really a high risk high reward strat.
QFT, just like double US inAvCOH was maps like wrecked train where one would go MG AT wall with snipers and other player would go rifles with BARs. Your only counter was nebel or a lucky flank or counter snipe.
Now with SU having super cheap reinforcement cost on support weapons and infantry trying to drain their man power at same rate with your own sniper is foolish plus you are more likely to die with the one man due to RNG mortar than SU.
Bottom line, if the opponents have good micro, you will lose 90% of games vs guards sniper/SU max and Zis spam on narrow maps where flanking avenues are few (Minsk pocket, rails and metal, etx.) |
I built 2 HM-38 120mm mortars in a 3v3 team game, and I scored 49 and 52 kills respectively on Lanzerath Ambush a couple days ago. Every time my wehr opponents grenadiers would stop to fire lmgs they would die like flies. I can post replay if necessary...
last night I was in 2v2 on semoisky and SU opponent built 2 HM-38's and USF opponent built 2 M8 scott howitzers in mid game once his ally had guards/zis combo up to stop my vehicles from darting in and destroying them. My grenadier lmgs dropped so fast it wasnt even funny...i tried avoid heavy cover to avoid clumping up but then my grens melted to the usf inf onslaught.
Granted, everyone is affected by new squad tight clumping but the grens are hurt the most because they need lmgs to be viable as game progress, and once you get the lmg you have to be stationary to use it so you are mortar/howitzer food...at least with okw you have sturms that can always be on move, SU has cons, penals, shocks and usf has...well everything. My only move would be to get PGs which I did but they are so freaking expensive.
If that wasn't bad enough, usf got a 105mm sherman and started 1 shotting 3 and 4 man squads at almost every opportunity. And no I didn't blob my units at all...but each squad packs themselves so tightly they are basically always in danger of being annihilated by any type of explosive round even when the squads are full health and 4 men still.
I like the new cover system in that it fixed units being next to green cover and not taking it even after several clicks but I hate how powerful explosives have become due to the same system.
Is relic aware of how powerful this is now?
One last thing, in that semoisky game when it was all over but the crying, i was messing around and used rifle nade to fire on a full health guards squad at the stone wall by our base...entire squad went down! that is ridiculous.
/rant over |
motar half track flame ability. or mech assualt
Faced this strategy of 2 sniper and guards on wrecked train and twice landed incendiary mortars on them only to watch them LOL sprint away for 10 muni, cars got buttoned every time as well as half tracks with PG as wel. The guy had 3 guards squads bracketing his snubbed on all sides so no flank was unprotected. It was the most infuriating game I have played in COH2 to date. |
As someone who came to coh 1 late (was after patch 2,602) and fell in love with PE because of so many varieties of units compared to Wehr and Brit linear tech and US who were basically just rifles to M8 or BAR rifles to Sherman. I feel like in COH2 the USF is very similar to PE because it has highly mobile glass cannon vehicles/tank destroyers, expensive/mobile infantry that can become very strong if upgraded, no sniper, weak MG/weak AT gun (PE had none of course) and super intense micro requirement.
In a world of perfect micro, the USF would be best overall 1v1 commander. However, because of such fragile vehicles/tanks the US is at slight disadvantage in long games and large team games. That being said they are so strong early game with great grenades, smoke to close, AA ht and bar rifles that 1v1 is balanced IMO.
Anyone else agree? |
Not just grenades. I had Grenadier's spread out along the fence line and one M8 canister shot wiped 1 squad. The other got off Faust And my Pak saved the day before it could retreat. One minute later, another M8 hit the field and canister shot 1 line grenadier squad clumped around a tractor in green cover. Map was Langreskaya. I like that units hug cover more, but this now makes vehicle and tank squad wiping so much easier. Agree that grenades are nobodies fault but one's own. Thoughts? |
LOL
so i guess volks can only kill infantry
stuka cant significant damage tanks?
fussies dont have at nade?
puma cant kill both ai and tanks well?
flack hq cant damage med tanks?
LOL
Puma blows at AI even before you take cost into account. It is a niche mobile light vehicle chaser and tank flanker. I almost never play OKW, mainly OH and SU but I agree that OS is too OP but only at long range. There are many counters to OS that can be on field same time as them or sooner that don't involve shocks. |
People are getting so fired up about certain match ups with tunnel vision focus. For instance they keep coming back to shock troops and how they match up vs Olbersoldaten as if that is the main way to counter them but to me they are so focused on how to make shocks a better counter to Olbersoldaten that they forget about other great counters. My favorites are Katyusha which will decimate a blob and any OS in area at the mid game as well as HM120's which will inflict severe damage and MP drain on OKW. Snipers should be a counter but due to insane DPS at long range they die fast.
My idea is lower the max range of LMG34 as well as long range DPS a bit while leaving mid and close DPS the same then drop individual reinforcement a couple points |
I like the concept of how maxims and MG are designed but 3 things that need fixing are: 1. no MG should be able to move into opposing MG arc and set up and start firing away.
2. Maxim should have same range as MG42. Maxim trades less arc with better mobility, squad size as reinforcement cost. Why should it also get more range.
3. Buff to Dshk MG as nobody uses it right now and why should they when it costs more than any other MG, does marginally better damage and is tied to doctrines with no heavy tank call ins. Doctrines with no wavy tank call in deserve very strong early and mid game units/off map strikes/etc. |