Step 1. Go Fortified Armor or any of hull down doctrine
Step 2. Hull down Panther on important point
Step 3. laugh, because now you out range his Jacksons
I prefer fortified armor tho because you get smoke so you can disable the bags in a sticky situation with cover along with a CPIV which reduces damage making it essentially impossible for you tanks to die.
(Also they still haven't fixed hull down tanks taking almost zero damage from P47's, so lol).
Profile of Alexzandvar
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Post History of Alexzandvar
Thread: Jackson spam31 May 2015, 21:54 PM
In: COH2 Gameplay |
Thread: Should OKW get a heavy artillery piece?31 May 2015, 21:47 PM
Wanting factions to have inherent weakness's that you can't counter at all is one of the dumbest things you could ever want because it creates "Rock, Paper, Scissor" game play. Yes certain factions should have a more carved out roll that they are better at but a faction having a weakness you can do almost nothing about just makes thing aggravating. I guess I should have used better phrasing; OKW meta has shifted a lot since their release due to units getting major changes. Imagine if Shocks got their PPsH gated behind an upgrade, I don't think anyone would disagree that would cause a meta shift. or spending so much time on forums as opposed to playing the game. It's just my opinion though. If you guys have as much fun constantly posting stuff on the forums as I have playing the game - who am I to judge? I don't only play one faction, but yes it's quite obvious that me and Katitof enjoy arguing. I guess the reason I'm being so stubborn in this case is well; I guess I can't even talk about it! Alex trying to one up Ciez made my day, with zero evidence or grounds to attempt to do so. Man you guys really are fucking obsessed with me lol In: COH2 Gameplay |
Thread: Demo Charges are fun.31 May 2015, 21:40 PM
Shreks and LMG's are easier to use, but if your a good player you know that spamming mines can be much more hard for your enemy to deal with. Really? really? So all the games you lose against Soviets were coz of Demo spam? No, but spamming demo's is way more efficient that getting lots of DP's or Ppsh because neither of those things can 1 shot squads with as much reliability while giving you a way to instantly destroy bridges. In: COH2 Gameplay |
Thread: Stuka a bit too much31 May 2015, 12:58 PM
It has to be because USF lacks any other viable AT. Obviously Relic intends USF players to only use Zooks and 57mm for AT despite both being trash In: COH2 Balance |
Thread: Should OKW get a heavy artillery piece?31 May 2015, 12:22 PM
The munitions income was take to percents between 100, 80, and 66 a few times, which is exactly what you said would constitute a major change forcing a rethinking in meta. Meta for OKW has shifted a lot, the Obers nerfed forced players to rely on call in infantry which are much more efficient. The Volk's nerfed made OKW players have to rely far more on the Rackten then before, the KT nerf has made the KT less effective when facing smart players encouraging OKW players to simply use different vehicles in combination rather than 1 super tank. The Jadgtiger got a major change, tons of other OKW units have been messed with in similar ways. This is coming from OKW fanboy numero uno, I know what my favorite faction is best and worst at. In: COH2 Gameplay |
Thread: Should OKW get a heavy artillery piece?31 May 2015, 12:15 PM
nobody disagrees, something has to go in the new commanders. Way to many people think the inclusion of things would be OP when you could put the IS3 or Panther II in the game and balance it because the game doesn't have to actually reflect history or realism at all. In: COH2 Gameplay |
Thread: Stuka a bit too much31 May 2015, 12:12 PM
So is the Jackson too cost efficient It has to be because USF lacks any other viable AT. Yet to be proven The Jackson is intentionally designed to be hyper cost efficient. All USF vehicles are. In: COH2 Balance |
Thread: Should OKW get a heavy artillery piece?31 May 2015, 12:07 PM
I tried to advise ciez to ignore Alex... Here's a few: 1. New OKW commanders would need something 2. Would allow OKW to counter enemy artillery, which they are really weak to 3. Enable OKW to deny territory 4. Help get rid of OKW MP float 5. Encourage more combined arms OKW is good at countering blobs since the go to counter to blobbing is just blobbing harder, which OKW is really good at. In: COH2 Gameplay |
Thread: Should OKW get a heavy artillery piece?31 May 2015, 11:57 AM
Umm, OKW wasn't fundamentally changed even once since release. The resource income (of which the entire faction is based around) has been messed with multiple times which represents a significant change. Core units have had significant changes done to them. The OKW of now is nowhere near comparable to the OKW of WFA release. All factions have seen fundamental changes that have messed with the way they normally operate; denying this is impossible. In: COH2 Gameplay |
Thread: Should OKW get a heavy artillery piece?31 May 2015, 08:15 AM
Source: OKW has been fundamentally changed 5-6 times since their release. Relic has been trying to carve out what OKW is good at since they have been released into live for a long time now and it's kinda resulted in a faction of gimmicks. Yes the overarching theme of OKW is breakthrough tactics since the Army is based on the Battle of the Bulge but it's units vary so much in role one to another it's hard to find a central theme. They play much more defensively than a lot of the other factions due to poor early game and the very nature of how trucks work. The Flak Track is a good blob counter but like the Kubel it's time on the field has a hard cap on it; when the first dedicated AT units like AT guns and Tanks hit the field it's time is long past and it's relegated to fulfilling better support roles like scouting in the Kubels case and AA in the Flak Tracks case. The Luchs suffers from the same issue, only to a lesser degree. But is still excellent as it's job. The MG34 is RNG based because of it's poor suppression combined with fragile crew means that on maps that have lots of cover (and the battlefield becomes coated in cover anyway due to craters) it struggles to deal with blobs, it's best used in mass with multiple ones covering each other. It's biggest saving grace is incendiary rounds. The Stuka isn't a blob counter at all, it's a support weapon counter and buildings counter. If you get caught by it's extremely obvious barrage then you are either blind and deaf or AFK. You might get lucky with units caught in a corridor but other than that, not really. I say Sturmtiger requires more micro because it has poor frontal armor and is slow as piss, meaning you need to be smart with it. And when playing against players with good micro it's hard to get in and 1 shot a squad. It's high fuel cost doesn't help. Still tho I love the tank and agree that it's an amazing blob counter. In: COH2 Gameplay |
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