So, it's totally fine because it doesn't work on steppes?
It doesn't work well on a lot of large maps, and is less broken than CAS (or any other doctrine with Stuka dive bomb). I'd happily give up FHQ for no CAS.
Posts: 1958
Thread: USSR FHQ Ability OP22 May 2015, 00:52 AM
So, it's totally fine because it doesn't work on steppes? It doesn't work well on a lot of large maps, and is less broken than CAS (or any other doctrine with Stuka dive bomb). I'd happily give up FHQ for no CAS. In: COH2 Gameplay |
Thread: USSR FHQ Ability OP20 May 2015, 03:38 AM
A single Ost mortar knocks down any of those buildings in 2-3 minutes. Plus all of the misses are going to hit near troops that are trying to heal. Bundle grenades take down any of those buildings immediately at the cost of 45 muni's. I can post a replay if needed. Daspoulos and friends may get away with it only because they're top 10 players going against randoms. However, I'd bet he's never used FHQ on Steppes because location he shows for the FHQ isn't where the people that use FHQ put it, and makes no sense because it cedes both fuels to the axis. The comments about easily taking the cutoff are far-fetched. The "easy" move to the fuel cutoff is halfway across the map, directly in front of the axis base, and through two choke points. The normal TAB start is to go three to island, then hit mid, so in the map that Daspoulos drew up, the three axis would have both fuels and hit fhq troops from side while the fourth hits fhq with mortar or ISG. An ambulance works much better than FHQ on Steppes. Now if some genius wants to start a thread claiming that ambulances are OP then by all means go ahead. In: COH2 Gameplay |
Thread: Relic, you gonna fix 120mm, or not?20 May 2015, 02:27 AM
Would you prefer to pick a 120, or ISG/Pack howitzer? Doesn't it depend a lot on the map? If ISG or Pack howie can fire directly at something and not over, they seem to work okay. If someone is using either like a mortar then they probably would like the 120 better. The ISG does an okay job of pushing the 120 away. I've also lost several fully vetted volks squads to a pack howie on Langreskaya by someone who obviously knew how to use it. Personally, I like the 120 better in most cases. It's much easier to keep alive, cheaper, and less micro-intensive. The min/max range on the other weapons is annoying. In: COH2 Balance |
Thread: Two small things I like to change at OKW19 May 2015, 12:45 PM
Hi there, it's going to be a short one: Sturmpios reinforce slow, but so do most other elite infantry like Shocks. Forcing the T2 to pay for the upgrade was Relic's way of balancing with USF since for the same utility, USF had to buy both ambulance and Major. The USF gets the advantage that the units are mobile but they're also fragile and eat up pop cap. Since I started playing 1v1's, I don't like the resource penalty because it seems like volks are only a match for cons and lose to rifles one on one, so resources are always a problem at the start of the game. I've played games with nearly equal map control where someone went Guard Motor and was pulling in 2x T34/85's at almost the same rate that I was making JP4's. Now that you mention changes, I'd like to be able to build caches. In: COH2 Gameplay |
Thread: USSR FHQ Ability OP19 May 2015, 12:25 PM
Nope, not a bear. In: COH2 Gameplay |
Thread: USSR FHQ Ability OP19 May 2015, 06:55 AM
I'm intrigued on how FHQ works on Steppes... Usually it works like shit. I sometimes play with someone who likes to use it, even on Steppes. He likes to make the buildings between the base and the island into FHQ, if we've pushed through the island so that the FHQ is near their base. Unfortunately, the wood buildings go down fast. Sure, we keep them off the island a little longer but in the end, we end up with one player using only non-doctrinal Soviets so our win rate for long games isn't good. Having decent tanks would be much better than FHQ on steppes. Sometimes he'll put one in the buildings on the top, which doesn't accomplish anything besides pissing the rest of our team off. It seems like the games where we used it and won, we would've won anyway, but the losses were made worse by everything else in the commander being garbage. In: COH2 Gameplay |
Thread: repetitiveness and spam, the true disease of this game15 May 2015, 13:33 PM
Before last night, I probably would've responded with some snarky comments about your teammates, especially the ones that should have been on the island, but I played two random 4v4's last night as OKW and had horrible teammates, including one AFK. In both cases, the game got more competitive after players dropped and the computer took over. Maybe try sending friend requests to decent axis players after your games and see if you can get a group of four decent players. And by the way, IIRC, those were my snipers ![]() In: COH2 Gameplay |
Thread: repetitiveness and spam, the true disease of this game15 May 2015, 05:09 AM
I just faced something new. Did a 4v4 on steppes. One USF player had 50 cal. jeeps, 2 of them in the first 2 minutes of the game. Togheter with two russian trucks they pushed us off entirely within the frist 5 minutes. By any chance, did your team start on the north side, one of your team put a med truck just north of the island, behind the trees but still close to the water, another put a truck by the buildings on the north side, two axis players get voted off the island, followed by the stuff in the mid and finally top, and one of your team complain about someone either being afk or not helping? What you described sounds a lot like a game that some friends and I played, just from a different perspective. In: COH2 Gameplay |
Thread: repetitiveness and spam, the true disease of this game14 May 2015, 23:07 PM
PS - I forgot, there was a version that tripled the number of tennis balls on the screen so even it got spammed eventually. Every RTS going back to the original Warcraft has had spam. COH2 is the least spam-friendly RTS that I've played. In: COH2 Gameplay |
Thread: repetitiveness and spam, the true disease of this game14 May 2015, 22:57 PM
Lol when has blobbing and spam not been apart of the coh series? This post is so dramatic. I played Pong not long after it came out. It was probably one of the last video games that didn't have spam and had there been a way, it would have been spammed also. In: COH2 Gameplay |
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