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Thread: Relic Twitch Stream Tomorrow! 3pm PST / 11pm GMT4 Mar 2015, 22:17 PM
Here I think I found a video of Relic HQ. https://www.youtube.com/watch?v=9u0EL_u4nvw In: Lobby |
Thread: 4vs4 as allied4 Mar 2015, 22:07 PM
You should explain more because the idea that the OKW AA HT is easier to replace than the USF AA HT is makes exactly zero sense. How does vet 5 make up for the fuel shortage? Higher vet units don't give you more income. You have to pay for your medics and repair base. Resource conversion is stupid and does nothing but gimp you till late game, and the Schwer is AA aerial denial because it's OKW's most important tier building. In a 4 v 4 game, 3 OKW and 1 Wehrmacht is the one of the best set up a competitive team can have. I have played against Go Hard clan with this set up and it is pretty difficult to beat. 1 OKW player goes defensive for Paks, 1 OKW player goes for Jagd, 1 OKW player goes for Falls (harssement) and 1 Whermact goes CAS/Tiger. Perfect counter for infantry (CAS) and rest if for all the medium and heavy tanks. OKW synergy with Wehrmacht is on point in team games. Allies are harder to play because you need better coordination, not because allied units magically do less dps or have worse armor. And the most viable set up for 4's is 2 OKW and 2 Ostheer. Tigers are irrelevant in 4's against a good allies team, what you want from Ostheer is Elefants and indirect fire support. In a 4's game, if both sides are making fuel caches, which by the way is harder for Axis due to Ostheer being MP starved, then the tanks will be hitting the field at the same proportional time intervals than they did before. The t34/76 will come in before the Panther like always. In: COH2 Gameplay |
Thread: reasoning for putting a flak gun on the OKW base building?4 Mar 2015, 22:00 PM
And the units cost more, and the building isn't hard to kill, and you have to place it aggressively to stay in the game. And the Panther isn't infinitely more viable than the Katyusha, nor is the Sturmtiger infinitely more viable than the t34/76. In: COH2 Balance |
Thread: reasoning for putting a flak gun on the OKW base building?4 Mar 2015, 21:57 PM
It has never worked like that and you know it. Commanders are supposed to be part of your core strategy, not just glorified bulletins. Commander choice is extremely important because that was the entire goal of implementing the system. In: COH2 Balance |
Thread: reasoning for putting a flak gun on the OKW base building?4 Mar 2015, 21:55 PM
Far, far more soviet commanders give you call in infantry and tanks together than other faction commanders. And without the LMG34 Ober's are worse due to the eh DPS on their Kar98's. And I would select airborne because it's the best American commander, independent of para's being quite good. In: COH2 Balance |
Thread: reasoning for putting a flak gun on the OKW base building?4 Mar 2015, 20:51 PM
Utility infantry for scouting. Neither JLI, Fuss, or Fallsch are supposed to be the core of your army/assault force. JLI are just OKW Pathfinders, Fallsch are insanely expensive while being quite fragile, and Fuss are just slightly better 6 man Volks with no shrek. They are supposed to augment your force so you can adapt, none are supposed to be your bread and butter like shocks, but they do give you the utility of conscripts which OKW lacks. In: COH2 Balance |
Thread: reasoning for putting a flak gun on the OKW base building?4 Mar 2015, 20:40 PM
Para's are quite good with out their LMG's or Tompsons, they just get to be even better when you get them. Obers with out the LMG34 would be worse than Sturms in every situation that didn't involve max range while still costing more. And my source is logic. Soviet commanders give you call in tanks and call in infantry for a reason. Do you think it's totally a coincidence? In: COH2 Balance |
Thread: reasoning for putting a flak gun on the OKW base building?4 Mar 2015, 20:28 PM
They don't because Obers with out the LMG are bleh at 400 MP. They need to get a buff if they lose their LMG34. In: COH2 Balance |
Thread: Player Card Worth and Community 4 Mar 2015, 20:24 PM
Yes but you can take what you learned and actually apply it, and you can also use said knowledge of your mistakes to recognize other peoples mistakes. And this game really isn't deep enough mechanics wise to make the claim that there is some great massive gap between players skill levels. This game requires very good micro at higher levels across every single faction. But the unit list is far to small and the amount of strategies far to small to consider planning a real difference maker. I do understand the feeling you are talking about, when I first got into visiting and speaking with streamers and whatnot I learned so much so fast (Thanks Sibchat!), but eventually I just discovered the only real difference between players at high ranks was the ability to micro units effectively. In: COH2 Gameplay |
Thread: Player Card Worth and Community 4 Mar 2015, 20:19 PM
A high ranked person is more likely to be knowledgeable about balance, but this does not mean a higher ranked person is always a better authority on balance. If 5/8th's of a breed of cat is black, than it is more likely to find a cat of that breed that is black. This does not mean every cat of the breed is black, In: COH2 Gameplay |
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Latest replays uploaded by Alexzandvar
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VSlOKWl MoreDryThanaNunsNasty. [NS] Alexander ?? [NS] Juan El Stretchy Neck ??Fartknocker5001 bbq nianhuaSpread fear with Katyusha Rocket Barrage!by: Alexzandvar map: Lienne Forest5-1,082
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