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Thread: ISU-152 feels really weak5 Nov 2015, 13:46 PM
Increase pen by 30-50, but that's it really. The potential wipes you can get with this thing without having to pay munitions to do it is just phenomenal. Won't use it over shock frontline tactics in serious games though. In: COH2 Balance |
Thread: State of balance - Thematic problems in CoH25 Nov 2015, 13:37 PM
Ostruppen and snipers still counter brits hard early game. What really helped UKF was that the ost snipers fire rate and camo recloak times got nerfed. So it was a lot easier to counter snipe and he wouldn't be picking off inf section models every 2-3 seconds with the potential wipe on one member squads with his incendiary round. The reinforcement cost just made it more viable to not go double snipers with UKF and instead get more than 2 infantry sections for infantry going. In: COH2 Balance |
Thread: State of balance - Thematic problems in CoH25 Nov 2015, 13:28 PM
UKF doesn't feel like UKF without their manpower bleed. What differentiates them to USF besides the fact they have better late game armor and support weapons then? In: COH2 Balance |
Thread: USF VS OKW pershing m26 fails 5 Nov 2015, 11:33 AM
I'll check your replay but just a helpful tip: The pershing has 800 health points; in comparison, the easy eight sherman has 720; while the tiger has 1050 or somewhere around there as far as I can remember. Hmm, I can't seem to open the replay. It appears to be a .rec file while my replays come in MPEG-TS video files. It appears I can't help you In: Replays |
Thread: 2v2 is done4 Nov 2015, 22:51 PM
Well a winrate above 50% obviously means axis are overperforming. And yes, I'm salty because of rifle company meta every game I get. In: COH2 Gameplay |
Thread: How do I OKW vs USF and Soviets?4 Nov 2015, 19:09 PM
Right, first you need to know that the kubel is a conscious choice in knowing that after the 5-10 minutes; It will be a combat ineffective unit and you will sooner or later lose it when the light vehicle rush comes into play by USF/SOV players(m20/t70/quad). Second, I recommend never going mechanized against USF. Soviets maybe, but most of the time you're better off just sticking to a battlegroup headquarters. Since any vehicle rush from mechanized means you're going "all in" and if that vehicle rush fails. You will be in a very bad spot because that fuel could have been spent on getting your second truck up or even your flak truck(t3) going. Third, I know this is personal choice, but I recommend you having these three commanders in your loadout for 1v1s: Luftwaffe is good for getting mg34s. If you are going to get mg34s, I recommend not getting a kubelwagen and saving the manpower for more volks, or when you hit 1 cp and just callin the mg34s to act as suppression platforms. Pop falls when a sniper is next to a building, or a damagaed light vehicle is running away and it was nearby a shack which you can send falls out of and faust-kill/criple it with. Never bother using valiant assault, it only gives sprint and 25% more accuracy so it's just meh for 100 munitions. Airborne assault is good since it calls in stukas to strafe a cp and a fall squad at the cost of 250 munitions. Fusiliers are extremely good with g43s. Though when getting this commander, I advice not bothering to shreck up your volks since you need those munitions for your fusilier g43 upgrades, just get raketens in place of AT. I recommend this commander in case you see sniper heavy builds or anything that excels at killing 4 man squads or smaller. Since fusiliers have good durability coming at 6 men and are the units that usually make it out alive when you hit the retreat button. Sturm offizier is good, just keep him behind your units for accuracy boost and don't let him get shot as when the officer dies, he will force his unit and those receiving his buffs to retreat. The other abilities I do not recommend using because they are extremely risky unless you are level headed and know exactly how to use assault arty and jagdtiger. Breakthrough's a safe pick since its only 35 munitions and lets you neutralize territory faster. In my opinion, this is the best 1v1 commander for OKW. Thorough salvage is self explanatory. When you get 2 cp's, start popping JLI squads from buildings where there is heavy fighting and if it has a lot of windows, keep them in there and let them shoot at enemies. They are less effective at killing snipers near buildings but they can get the job done if they get good RNG rolls with their own G43 sniper. Later on, you can start spamming infiltration grenades at enemies and I recommend doing so as they force your enemy to micro and potentially take massive damage/wipes if he isn't looking when those grenades fly in. Then you have a choice of either getting an ostwind or saving your fuel for something else. If you see heavy light vehicle/infantry play; ostwind is a good choice. If not; counter with what you think is better. The arty barrage is good, it just depends on how much munitions you have for how good it really is. Just don't bother using it to kill artillery pieces unless you are at 400 munitions for guaranteed wipes on them. I could say more, but most of it is just muscle memory and reflexes. Keep playing and you will know what counters what and what to do if your stuck in a certain predicament, or someone else can help you out with something I didn't cover. In: OKW Strategies |
Thread: How do I OKW vs USF and Soviets?4 Nov 2015, 18:50 PM
First, what maps do you have vetoed? Because minsk pocket is a reallllyy bad place to fight against maxim spam(and by that I mean impossible with okw). In: OKW Strategies |
Thread: Infantry Section Reinforce Bug4 Nov 2015, 18:25 PM
In: COH2 Bugs |
Thread: USF cakewalks OKW and Ostheer4 Nov 2015, 18:11 PM
@bicho1 If you are having problems winning the early game against kubel and volks with riflemen. You might want to post replays where you lose and let the strategists help you on what you need to do better. That said, getting a kubel is one less capping squad for OKW. If he's going for your cutoff, and he left a volks squad to cap his own side in the first few minutes. You can outnumber the sturms and kubel combo with your own squads. As OKW start with less manpower because they have sturms from the start. That, or watch how devm wins every game against any okw build/meta with triple rifle start in the OCF tournament; and he did it not even using rifle company. In: COH2 Balance |
Thread: How does one counter US flamer blob?4 Nov 2015, 16:40 PM
Close Air Support for ostheer. Get a lmg gren blob going and stuka loiter anything that looks dangerous. Then spam fausts/get pak walls to handle armor threats and maybe a late ostwind. But just keep spending munitions on S-mines, tellars, and whatever else. Since you have tons of opportunities to use them but not enough to keep spamming unless you have full map control. As OKW, spam whatever unit which excels at long range combat(JLI being the runner up) since you know he's going to be amassing flamer rifles. He won't have strong artillery options but white phosphorous. You can take advantage of that and put your med truck close to your cutoff or even more forward and force him to build pak howies, at guns, get zooks, or wait on his e8 crutches to save him. React accordingly and just have raketwerfers ready for the light vehicle rushes(if you kill the light vehicles, USF mid game with flamer rifles is A LOT easier to contain). |
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