Why not just lock every single call-in vehicle behind tech? So that you can call in the vehicle only if you
1.) got enough CP and
2.) built the associated tech building
(but the vehicle will still remain an off-map call-in)
Locked behind T4: M4C Sherman, KV 8, IS2, KV1, KV2, ISU 152, Pershing, Sherman Calliope, M10 Tank Destroyer, Sherman Bulldozer, Churchill Crocodile, Churchill AVRE, Sexton Howitzer (For UKF this is T3), Command Panther, Ostwind, JT, Flame Hetzer, Tiger, Elefant
Locked behind T3: M5 Halftrack assault group (Sov), both M5s (USF), Greyhound, Puma (Ostheer), Stug E
Sorry if someone suggested the exact same before, didn't read through the whole thread.
Profile of aerafield
General Information
Steam: 76561198062101687
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: [NS] aerafield
Steam: 76561198062101687
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: [NS] aerafield
Signature
Post History of aerafield
Thread: Lend Lease is completely broken21 May 2017, 15:09 PM
In: COH2 Balance |
Thread: How to counter this 2v2 double OKW meta?19 May 2017, 10:11 AM
Then do it like the vCoH brit HQ so that the med HQ can deploy and re-deploy whenever it wants Nah I think making reinforcement next to IRHT and/or Stuka possible would be a good first step then, we would see if this would be enough compensation or not. In: COH2 Gameplay |
Thread: why allies can't get a HGM that really can suppress?19 May 2017, 10:07 AM
Every single allies HMG is totally fine.. dshk is even kinda broken. The only exception imo is the maxim HMG (before it reached vet 2 at least). That thing has been too overnerfed in puncto supression, sometimes squads manage to just run straight at it and throw a grenade before the maxim can supress it. In: COH2 Balance |
Thread: How to counter this 2v2 double OKW meta?18 May 2017, 10:37 AM
It would also be awesome if vet 0 Stuka would lose its 100% accuracy creeping barrage, and have a normal barrage with same scatter behavior like panzerwerfer instead. And maybe that vet 3 or 4 now additionally (next to increased range / incendiary barrage) unlocks the creeping barrage In: COH2 Gameplay |
Thread: How to counter this 2v2 double OKW meta?18 May 2017, 10:18 AM
I think nobody has a problem that OKW can reinforce on the T1. Its just the forward retread point! I mean you blob in, retread, 30 sec later you are on the field again and blob again... ^ In: COH2 Gameplay |
Thread: How to counter this 2v2 double OKW meta?17 May 2017, 22:11 PM
epic post, though I got the feel that certain ppl who posted in this thread before will run and go BabyRage to a mod In: COH2 Gameplay |
Thread: How to counter this 2v2 double OKW meta?17 May 2017, 20:47 PM
We haven't found out a bullet proof strategy yet (doubting this strategy even exists...) but double Soviets seem the way to go: One spams T34/76 (or T34/85s or M4Cs) and the other one supports with SU85s. One player uses T1 (mainly Penals who can get rid of trucks easily with Satchels) and the other one T2 (mainly Maxims for suppressing blobs; dodging Stukas shouldn't be impossible). While one player has Mark Target available to counter KT or JT the other one utilizes a doctrine that has both howitzer and 200 munitions bombing run. sounds very decent, thank you so much. Definitely gonna try that out! In: COH2 Gameplay |
Thread: How to counter this 2v2 double OKW meta?17 May 2017, 20:21 PM
Ok this is my last reply to people like you in this thread. Just wow dude It impresses me that you and your buddy reaching the top 300 2v2 AT axis is a valid argumentation for dshkas or other MGs being the super key vs double OKW and their indirect fire spam very mediocre rankings, never ever played allies in his entire life, but constantly spamming smartass comments about how to counter double OKW at high ranks and how weak/balanced OKW in teamgames is atm. nuff said. I never ever cried for OKW nerfs in this thread, I just wanted to hear some opinions from other players. In: COH2 Gameplay |
Thread: How to counter this 2v2 double OKW meta?17 May 2017, 16:18 PM
May I ask what allied faction do you prefer to play in 2s? As USF, Soviets, and Brits all have their own ways to counter with their own difficulties as well. I usually play 2v2 AT only, and the only faction mix I did not try yet was double brit. <-- but in my eyes that can never work cos double stationary UKF seems like heaven for ISG spam and stuka for me. I think Sov/UKF and Sov/USF worked best so far, but it usually fails once the OKW heavy tanks hit the field because double stuka keeps destroying the AT guns the moment the heavy tanks attack. Even if you play aggressive and have a very good early game, pushing 1 or even both OKW players back --> they just focus together one side, dig in with the help of med HQ and wait for indirect fire cancer to do the job, either to take the majority of the map back or just to give them enough time until heavy tanks are on the field. Sometimes it feels like OKW just needs to sit and wait until KT/JT, Panther and all that stuff is on the field. The only viable counter vs double stuka so far was getting Calliope or Katyusha.. but 1.) these units hit the field much later than stuka, and 2.) then you lack Tank destroyers. Good players will never let you destroy stuka with things like cromwell or T34, even if you use war speed and that stuff In: COH2 Gameplay |
Thread: How to counter this 2v2 double OKW meta?17 May 2017, 15:55 PM
Since you posted this in the gameplay section, I doubt you did this to gather advice; else you should have posted this in the state office. Thank you for your detailed reply. At least Im not the only one who thinks like that After reading this Thread I am fairly happy that there are still people at relic who need to approve the changes all allied fanbois want to implement in this game. You are a mediocre 1v1 player, what do you want in this 2v2 thread? pressure him early with light vechiles if he goes double stuka and med truck then he has no real way to deal with them other then rektens which are slow and imobile you should easily have most of the map. From there get weapons upgrades on inf and don't build support weapons or few of them. bar riflemen and bren tommies own volks and light vechiles force him to play tight and lose map giving you more fuel to spam tanks and overwhelm him later or simply contain him. On lots of maps shouldn't be hard to get 2vps with the occasional triple cap. (I know it doesn't show but used to be #1 2v2 at with allies and axis at one point) Thanks for your advice and yes this would work pretty well I think IF 2v2 was being played like 1v1 + 1v1, but unfortunately this is kinda nullified once both OKW opponents play together, and focus ~50% of the map including a fuel depot In: COH2 Gameplay |
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VSCSSSSSSI: Stalingrad Käsezwerg SoE-Sturmpanther- [NS] aerafieldCPS Make America Great Again! CPS Deep♂Dark♂Fantasy CPS USE-M246 CPS Bondage♂Sex♂Party[NS]oE vs CPS g1by: aerafield map: Unknown1-1,017
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