Mid tier gameplay nothing special. |
Originally grens were meant to be a match up for Cons (Grens having better DPS per model, Cons having a overall squad survivability being a squad of 6)
But since Rifles have been introduced, Grens have always struggles against rifles, one of the only things keeping them going is the poor rifle vet scaling, which recently has been changed.
Rifles vs grens
DPS goes to rifles at close and mid range and grens at long, but with combat ranges in game rifles win.
Survivability go to rifles, in the early game they have the higher squad size meaning they can stay in a fight slightly longer then grens, mixed with their higher DPS giving them a massive advantage.
Before rifles wouldn't scale that great, but with recent changes to their rec accuracy, meaning the scale better as the game goes on.
The only thing keeping Grens slight viable is the LMG upgrade.
Personally I believe grens have just been powercreeped, honestly a 5 man upgrade, hard to stay what it would do, I'd do two things to grens, rework the vet for wher and soviets (vet 1 abilities) compared to WFA and Brits vet, or the other option would be revert the G43 and LMG combo (able to upgrade both on a squad) although this second option would have to be tested more.
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Personally I'd like to see Assault grens to have an STG44 upgrade, although the only issue with this is that it makes PGs somewhat less useful. |
Tiger bulletins do affect the tiger ace
However Tiger ace bulletins do not affect the regular tiger. |
As the title says, first game of coh in about a month well for 1v1s, did decent, gameplay is mid tier standards, any pointers would be great |
Personally in a 2v2 situation, I like to go MG sniper, gren MG sniper, it has alot of disadvantages, and I use the encirclement commander which is quiet meh, but the big advantage with the double sniper encirclement commander is the ability to sprint your snipers, one thing that I like to do is
- Attack move, typically ending in two models down
- Sprint back for about 3-5 seconds (the ability one goes for 5 seconds)
- attack move again leading to another two models down
- retreating or continuing the fight depend how it's going
after this I rush tier 2 and get a pak or either PGs depends on how the battle is going.
This works well against Brits and USF due to there lower squad count, Soviets not so much due to scout cars and 6 man squads.
With Brits you get to be wary of vet one vickers due to the fact that they have the same range as your sniper when in a building, which in my opinion is a tad bullpudding
This isn't the best strategy but for me it works against USF |
Personally I'd like to see the ability given at vet 0 and probably a vet combat changed at vet 1? or move the concussion to vet 1 (due to how often they get used at vet 3) and change the vet 3 to something combat offensive or defensive, or possibly self healing since they're one of the few OKW infantry squads that lack it.
The OST healing needs to be changed however.. |
Someone cast this plox
It's the worse gameplay with a crap ton of float, just crocs getting over 100 kills |
As the name suggests, is it?
I build one croc and that kept us in the game, and normally when I lost one croc I would get replaced straight away.
My buddy also build one and it just destroys what we went against, mainly the HP of the croc is what keep it going |
Hey guys, I'm struggling to find an effective build order for 2v2 and 3v3 as OST, please note the build order I'm look for one that should revolve around having 2 snipers and an MG, what do you guys recommend, typically I go encirclement commander with I can make work nearly every game. Main reason I go this commander is for the sprint ability on my MGs and snipers. |