i like this idea. elegant and makes the BG HQ more useful. |
i agree with OP. with changes to units available from each HQ, the battlegroup HQ's primary early game utility is its healing and reinforce. building the retreat point costs 300 MP... they should keep medics as a free perk. |
don't go T1 vs OKW. just don't do it. you can at least see that you're playing OKW during load screen, so don't do it.
don't do it.
get a ZiS up early and position it well. protect it with cons or a maxim. be prepared for the luchs. usually if he pushes and instantly takes a ZiS round he'll back off and be wary from that point on. |
in the interest of not screaming L2P... you just have to get used to finding the animation or anticipate when the guy might use rifle nades. green cover reduces the damage quite a bit, but if your models are at half health you're still risking a squad wipe. when dodging (for example, if behind a wall), don't pull off cover completely, but shift along the wall to maintain cover.
the way the game computes cover, it doesn't matter if the grenade physically detonates behind your squad... if the cover is between your squad and the grens when the grenade is launched you'll get its benefit in terms of damage reduction. |
the switch to received accuracy happened relatively early in the game's development because shocks (who wear steel body armor) were pretty much invincible to vehicular weapons. PGs were given an armor value at the time despite the fact that they weren't wearing any. now armor and RA play a different role.
i don't think elite infantry should have any increased benefit vs vehicles. it doesn't make sense... it's the reason infantry don't stand up and go toe-to-toe with tanks in real life. you wouldn't survive.
one thing i wished they'd implemented across the board is an increase in squad spacing associated with veterancy. it's a thing in the real world... new soldiers tend to clump together, but veterans have a good feel for when to be very spread out (open areas with little cover) and when they need to be closer together (in buildings, behind heavy cover, etc.)
they could also make a squad spacing setting so that individual commanders can pick. it doesn't always make sense to have your guys super spread out... rate of fire would go down and coordinated fire would decrease... but a smart commander could use it to keep his guys alive as they move into position.
does anyone else remember C&C RA's "scatter infantry" function? |
if you can survive with only 3 rifles into mid game, paras make great late-game infantry. they're boss with 1919s or thompsons... plus, they cost the same as rifles to reinforce, so they stand up better once they get vet.
this commander is decent, esp with ability to skip a tech tier, but p47 strafe is way too RNG-heavy. |
awesome! thanks! |
thanks. i keep building centaurs and am almost always underwhelmed by their ability to deal with infantry.
i miss the old centaurs... |
i'm currently running the game on a work laptop with integrated graphics. sure, it will only load 2v2s and 1v1s, and sure, it crashes after every game, and yeah, the graphics don't look great...
but it runs. coh2 is memory and CPU dependent. this computer has 8 GB of RAM but only 32-bit windows, so only 3.2 GB is actually available to run coh2 (hence the crashes). video cards matter little. |
I'm just getting into playing 1v1 as UKF. I won this game but it felt pretty sketchy in the middle. I'm looking for feedback from people who know what they're doing. Thanks. |