You sir need more mortar halftracks then Order them to fire incendiary shot at bofors and then shift order attack ground where the bofors is. If you do this just after they placed it and you have 2 mortar halftracks or a mortar halftrack and a mortar, you will easily kill it. If they brace you can move in with flame halftrack, if anything, it does best damage to braced structures. Just remember to pull out before the brace is over. And be sure to still barrage the target when its over.
vs mortar pit + bofors yes, but it doesn't work so well if he went for mortar pit spam + AEC.
Problem of mortar HT is its sucky range (same as a usual ostheer mortar) --> it gets sniped too easy by AEC, on some maps even by AT gun |
https://www.coh2.org/replay/51523/how-to-defeat-the-sim-city-strat-cancer-regiment-wehrmacht
I made this guide long time ago FOR WEHRMACHT... it is still pretty usefull, but cant promise its efficiency in cheesy 3v3/4v4 sry.
If you play OKW with randoms, there is sadly nothing you can do vs british sim cities who get hard camped with vickers, at gun, PIAT blob etc.
You need to play with an arranged team in such situations: 1 can bring some stukas out to kill the enemy support guns (HMG, AT gun) who camp the sim city (NEVER use stuka vs emplacement, it's a total waste if the enemy has access to brace in the moment the rockets land)
Others can get puma, luchs, LeIg out so that you can deal with everything in mid game.. in case you have a good teamwork. As soon as your indirect fire did a good job vs the support guns, agressively used inf can tear down emplacements aswell.
But again, playing vs sim city cheese in randumb mode is total cancer and a waste of time.
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Absolutely nice changes, I agree with everything
Next target removing the auto fire from all indirect fire units (mortars, LeIg, Pack Howi) in CoH2 pls, so that players actually need to invest micro to wipe squads instead of setting this unit up and fall asleep in front of your PC and just wait for cheesy wipes |
Falls are insanely strong and definetely not too expensive for their firepower vs inf.. the reasons why many people don't run this commander these days are:
- you don't need them if you have vetted volksgren or fresh obers
- the other abilities of the the commander are consistent, but not really strong and don't help you if u need to deal with strong allies tanks/arty (which is often needed!)
- aka other Inf call-in commanders (Scavenge, Breakthrough) are more versatile
- Falls die too quick for their price imo |
The changes to the 251 flak and the luchs don't really help okw anti-building capabilities at all. Especially the 251 flak which will still have problems with mgs in buildings they are better but not in any noticeable way, that is easily discernible in-game. Okw anti-building in general continues to be a problem...
Dude I only see hidden ranks on your stats.. pls play the game before giving too harsh opinion about the changes
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Wow all these BabyRaging allies mains in this thread it's so delicious |
Hi im Kolter, first time i ever make a comment here but i am a fan of Coh 2 and have over 1800 h in. and sorry to say but this will be rader long thread.
my main faction is usf and i have been hardcore playing them since release up untill this autum when i started to shift to soviet, wher, obkw and ukf.
the thing about this patch that concerns me a bit to much is the fact that stuart gets such a major nerf,
Stuart
240 mp- 70 fuel to 270-70 fuel. ok but - 25 % inf dmg. thats alot, this unit is for anti inf, and i can say by experience that this unit comes out about 5-6 min if usf had a good start otherwise close to 7-9
during this time usf will encounter panzergren with shreks, at or mines and pumas, this is a hard time for the stuart witch isnt that effective against neither veichels or inf tbh, it does it work but i wouldnt say its on pair with lutch or t-70. generally its not a unit that needed a nerf. basically if u had a bad start with whermacht then you must expect the stuart to come, 5 min prep time for it.
the other reason why this is such a huge blow to usf is that stuart is the only unit usf can rely on to hold the line untill shermans comes out, thats because Ostwind will come out faster then shermans, same with stug E and command tank, sure stug e gets nerfed but during my experience alot of battles has been shifted to the axis favor cuse of stug E and the lack armor i had against it.
third is that this patch is forceing usf to go LT tier instead of captain, i rly dont like this option cuze the usf LV are weak and didnt eflict enough dmg on enemy veichels or units. the overprice was also afact but they get 2 shoted by at, 2 222 or 1 luch could easily take them both out so lt tier is not rewarding at all, and now - 50% main gun wep dmg on inf, its not good at all. thats why atleast i have to go captain, the lack of mines does not help either tbh.
on close combat maps such as semosky or the new maps, you can expect enemy tank mines. witch 1 shot lv, and you can expect them for sure.
the gamechanger was the mortar for usf, this unit made usf able to get the stuart at 5-6 min. i haveto say, rather nerf the fire rate on the usf mortar then nerf the stuart. or atleast consider to only drop the fire rate on the stuart by 10%.
last if not least, ppl who push usf in 5-6 min when the stuart comes out, can expect to get punished if they dont lay any mines or have a at to back their inf upp. i always have a at behind my units to cut of the effectivness against stuart.
Stuart needs higher cost badly because USF has a huge teching advantage compared with all other factions.
The Stuart was a guaranteed kill on any light vehicle (222, 251, Luchs) or it's natural counter, the puma. You just need to hit 1 button: the 45 mun stun. And that was BULLSHIT. Not sure if damage nerf vs inf for main gun(for coaxial mg definetely) was needed, I guess it was to avoid pudding like Püppchen crew one-shot or full squad kill with 2 shots.
And pls no more BabyRage posts how bad LT tier is, PLEASE. You still wreck axis light tanks with early zook on RE or riflemen. This + .50 cal hmg or AA HT is super strong |
I really like these balance changes so far + we shouldn't forget that we should TEST it before postin' whine comments in these threads
Nerfs for penal and guard were really needed. Not sure if they were too harsh, but I think anyway that the penal + guard meta will be replaced by le olde maxim spam + partisan or guard meta.
Light vehicles changes are awesome, now brits have more consistent AT strength with new AEC in mid game, and Stuart/T70 no longer shut down the entire mid game by wrecking axis inf or light vehicles.
I have to agree that USF and UKF feel too untouched in some regards, but dont forget that more patches shall come in future |
Yes nerf everything soviet.
What an ingenious idea to remove flamethrowers from penals, now they are just riflemen without any weapons. Also what a brilliant idea to increase the price of guards.
Now what am I supposed to do? My penals can't do anti-infantry work and my guards are extremely expensive and yet no match for obersoldaten.
Thanks lelic.
Come on dude, playin as sov was way too chillin' these days. And penals with flamethrower were as broken as flamer riflemen from Rifle Company. |
Wait WHAT? Double M1919 removed but not double Bren/Vickers k? What the hell??!
P. S. I like most of the other changes keep the good work up |