i mean, some people ignore it, but i choose commanders based on their ability to support my teammates.
so yeah, i use my sturmoffizier to buff my buddy's infantry. and a command panther to buff his vehicles.
Profile of skyshark
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Post History of skyshark
Thread: Auras next Patch20 May 2017, 17:20 PM
In: Lobby |
Thread: Auras next Patch20 May 2017, 17:03 PM
i really think auras should apply to teammates. it encourages team play vs lane play. In: Lobby |
Thread: Teamgame dominant meta16 May 2017, 13:12 PM
Look, you know, everybody knows the Jagdtiger is a big problem. Everybody here knows. They gave it too much range and they make it so there's nothing to counter it. Nothing. And it's a terrible design. It's just terrible. But I think the Elefant - I think it's fine. It's got no range. None. If there's a problem there - and I'm not saying there is a problem just that there might be a problem - it's the spotting scopes. But that's not the range. That's another problem. And I think we can all say that's the bigger problem, really. Much, much bigger. Maybe the biggest problem. DJT's speechwriter. Well done, Sir. I'm against the TD changes. There's gotta be some realism left. A JT should absolutely out range and out gun all vehicles. It's use is limited to open and narrow maps anyway. Can someone explain why a command panther shouldn't buff teammates? I kinda thought that was most of the benefit in team games... In: COH2 Balance |
Thread: Lend Lease is completely broken15 May 2017, 22:19 PM
Stuka zu Fuss incendiary barrage is worthless due to horrible accuracy, so if it shared a cooldown, no one would use it. Besides, it costs munis. In: COH2 Balance |
Thread: Lend Lease is completely broken14 May 2017, 23:53 PM
No. Please. Stop this madness. A DshK is a 12.7 mm machine gun. It should suppress and do a ton of damage. Do not nerf it. Add a CP or something, but ffs, a vickers or an mg42 shouldn't have shit on a DshK or an M2. Force teching for the m4c. Fix the call in meta. That's it. In: COH2 Balance |
Thread: Dealing with Kubel Spam14 May 2017, 10:36 AM
Is it me or USF horribly disadvantaged vs Kubel spam in open maps? Like holy shit the DPS of these guys are insane vs squads in the open. Not to mention they can cap so it's not like they lose capping power anyway. My Rifle squads drop models like flies and so far the only way to stop them is to build extra RE and try to engage from cover. Even then another Kubel can come and push squads away. So there your early game advantage gone and forced to go the backfoot against OKW who has no MP bleed whatsoever(SP can rep any damaged Kubel plus you lose 210MP anyway per unit, not that punishing once OKW pushed USF off the map. Even better if OKW goes Luchs/Pzfuss with G43(which they have Munis for) and proceed to roflstomp the rest of my army. How do you guys deal with this strat at match start or recovery phase? Usually I barely have enough fuel for Lt tier at this stage. as someone who occasionally uses the kubel strat against USF, i can tell you that it's definitely effective, particularly against riflemen. i know i'm borrowing points from hector and others, but things to think about... 1 - stick to cover, get an ambulance, and retreat if you only have one squad vs multiple kubels. you want to minimize early-game bleed. 2 - pay attention to what else he's building. if you don't see ANY volks he's likely waiting for 2 CPs and panzerfusiliers. 3 - the WC51 thing can work, but i often build an early raketen solely to address that (or UC if brits). better off sticking to your play and working around the kubels. two-three rifle squads can just charge a kubel (as long as they've been healed) and they'll win, but one squad vs two kubels and a sturmpio squad is just going to bleed. manage the bleed, keep your forces together, and get an m20/at gun out as soon as you can. |
Thread: Penals op6 May 2017, 10:31 AM
look, i hate people that whine... but despite the nerfs to penals, penal blobs are still shockingly potent against OKW. i think this is the case for a few reasons... 1 - OKW lacks a solid suppression platform. a flak halftrack would work, except that penals just upgrade to PTRS and blob at it. MG34 is a joke... penals just run straight at it and win. every time. 2 - penals vet very quickly (still). they are pretty durable by default, but the RA bonuses make them frustrating to fight against with volks. fusiliers are ok once they're vetted, but you still end up bleeding a lot. 3 - the PTRS upgrade gives the SU player options, but also limits the OKW player's ability to counter the penal blob. also, by the time a luchs comes out, a good soviet player is already moving towards a suchka, which REALLY limits the luchs' utility. i'm not saying they need to be nerfed into oblivion, but i think the trend towards super-low RA infantry units (penals, brit IS, etc.) is making infantry play inconsistent and encouraging blobbing. In: COH2 Balance |
Thread: Penals op5 May 2017, 22:32 PM
honestly, i'd go the other way with aegion's suggestions... every faction should start with a combat unit. this is inhibited by EFA's design, since they have to build a structure right off the bat and the WFA armies don't. starting with engineers/pios/REs is a handicap, especially with brit IS and OKW sturms available from the get-go. that said, the variety makes life interesting, so maybe don't change anything... In: COH2 Balance |
Thread: Steel Division: Normandy 44 (RTS ww2 published by Paradox)13 Apr 2017, 11:18 AM
German fanboy much? Scoreboard. In: Other Games |
Thread: The American BAR22 Mar 2017, 01:12 AM
Something needs to be done to control/deter USF blobbing. To make it more punishable or to make it not as rewarding. To make strategic play more viable. In this case, having the same weapon that is effective yes, not as effective on the move but as effective while static is a first step in my opinion. Stop whining and learn to use machine guns. If anything, ostheer is way better off than okw, since they normally need two mg34s for crowd control. In: COH2 Balance |
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