Since we are talking about cloak... can you say something about Stormtroopers' cloak? Becasue I swear there is something wrong with it.
Few times I saw them approach straight into me and cloaking (cloaked-decloaked-cloaked again) in the middle of nowhere just to de-cloak next to my HMG and it looks insanely stupid.
I have bad news for you.
All stealth/camo units are broken in exactly the same way as the JP4:
https://www.coh2.org/topic/47758/unkillable-snipers-a-howto-guide
(however, unlike JP4, infantry doesn't have to eat projectile in the face, to die)
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I think I know what's going on.
The player deliberately targeted the sandbags, thus causing AoE suppression to trigger.
You can see that it has to be the sandbags since the guards got pinned at max-range ultra-fast by a vet0 MG.
I knew you could use vehicles to abuse this mechanic, but I didn't know it also gets triggered by sandbags
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Well if we are crying about the JPIV camo, why is nobody talking about the luchs's camo? I don't have a problem with both, but i don't see anybody talking about the luchs which has almost the same camo "problem" as the jpiv (?), or i am just stupid and i can't read which could be the case 2
The problem is that the two camos are not the same at all.
Note that there's also a huge disparity between the intended roles of the two units. The Luchs has to go up close to deal damage, whereas the JPIV can safely stay in the rear and do it's thing.
Luchs:
- 400 HP
- 40 gun range
- 20 range needed to detect camo
JP4
- 640 HP (becomes 800 HP with vet)
- 60 gun range
- 10 range needed to detect camo
Finally, since this is a game about trades, having an ability that allows you to cheat death becomes all the more annoying if the unit is expensive.
For instance, nobody ever complained about 222 (doctrinal) smoke. However, people seem to be getting the fumes to their mouth when the same ability is also available on, say, the Panther.
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The target-acquisition issue is annoying, yes. A workaround that I have found that works is to manually setup the raketenwerfer.
That is to say, you click and drag in the direction you want the gun to set up, and the raketen will open fire automatically.
In theory, the pupchen has the same accuracy as the other non-UKF AT guns. However, some people have reported that it fires its shots too close to the ground (I can't verify whether this is true or not).
This means that every time that the raketenwerfer "misses" a shot, the shot has a higher chance to collide with obstacles in the ground and, thus, not do any damage.
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Never used JPIV much especially after it moved to T4, but played a game with a lot of JPIV recently and found camo useless because of next:
- you fire
- enemy fires back
- you cloak and reload
- enemy reloads
- you fire (and reveal unit)
- reloaded enemy fires back.
Described duel with SU-85.
This is a Learn-To-Abuse-The-Bug issue.
If you knew how to properly use J4 camo, the SU-85 would not have had the chance to fire back.
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Ah I wasn't really playing attention to my teammate, I guess I didn't factor that in. I really appreciate the pointers though so thank you. How do I order my sniper to kill the Officer specifically? Rather than one of the 4?
You don't. You just aim the squad and pray.
Note that for as long as the Sturmofficer stays alive he buffs all infantry around him with a +20% accuracy bonus. Since that was about 10 Volks squads around him, you were effectively fighting 12 Volks squads.
When you say 'nuke with whatever you've got' this game I went Croc doc (so no Sexton or AVRE) and didn't get a mortar pit so what indirect fire options do I really have?
As Brits? None. That's one of the faction weaknesses.
The kind of nuking I had in mind is to send infantry and bruise them up.
Both Crocodile and AVRE should do well vs team weapons. AVRE is just godly though.
In that game a mortar pit might have helped; but only if you built it on your teammates' side, to force your teammate to fight (Machiavellian tactics, again).
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My top 3 pet peeves in the game are:
1. Stun nade bugs
2. JP4 phase-shifting camo bugs
3. AoE suppression bugs
(yeah, the ridiculous USF mortar couldn't make it to the top 3, sorry).
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You should rename this as Brits 1v2 against OKW blobs. This is because your teammate was mostly absent.
(I couldn't stand watching the game past minute 20; the mistakes of your teammate were far too obvious).
If you ever have both players blobbing you, then you should be grateful. It means that your teammate will have an easy time capping the rest of the map, and your team will win. Instead, your teammate was floating something like 500 MP, avoiding fights, etc.
This meant that you had to do all the fighting, which means:
- You lose all your MP reinforcing your units
- You had to spread even thinner to do capping
- You feel constantly overwhelmed with micro
It's frustrating.
Tactics-wise, you could improve on the following things:
Sturm-officer
If you see a Sturmofficer in the middle of the enemy blob, just order your sniper to kill him. This will make all enemy player-owned units retreat to their base, which will give you room to breathe.
Stuka Barrages
The moment that the enemy fields a Stuka, it's best to ungarrison your MGs, as they will easily go down with the building that hosts them.
Until your micro improves so that you feel more confident dodging the barrages, I recommend building trenches for your Vickers. If the stuka barrages, the trench will go down, but the MG will safely jump out of the trench.
Dealing with uncooperative teammates
You can't choose your teammates. If your rank is low enough this means that you have high chance of getting bad teammates. Until you find a strategy to deal with this somehow, this will become a vicious cycle (aka ELO hell)
Whenever I am given a teammate that simply doesn't want to cooperate, I try to influence the battle order to force them to cooperate.
How? Just withdraw your forces to your base for 30 secs.
If the enemy is blobby, they will feel confident in attacking your teammate. When that happens you join forces with your teammate. At the same time, it helps having an odd unit capping the other side of the map.
In order to have that kind of flexibility this means that you should completely avoid static emplacements (since you can't just really pack-up-and-go).
Raketenwerfers
The easiest way to deal with these things is get some air recon going (air recon reveals cloaked units).
The best sources of air recon for brits are:
- Tactical support/ R.Eng command vehicle (aka FREE RECON)
- Airlanding officer vet1 ability (costs 30 munitions, spammable)
Once spotted, you can nuke those things with whatever you have. If you don't spot those things in time, they will wreck you.
Final notes
1. Note that you have played less than 10 2v2 games as UKF. Until you do that, you get randomly placed with players all over the spectrum. Your gaming experience can be extremely frustrating until your rank stabilizes a bit (around 15-20 games).
2. Playing more games as the opposing factions will also give you unique insights about how they work, and how to best counter them.
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It sounds like a decent idea.
However, would you ever waste your fuel on the 251/17 if you put it side-by-side to the Luchs? Especially on a tech tier that gives you no access to fuel-free units.
I don't know the answer to OKW teching woes though :3
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Obers have it too (though to be fair they're still kinda manpower overpriced even with it).
Basically, nearly every single 4-man squad in the game has had their reinforcement cost adjusted:
- Tommies
- PGrens
- Most OKW infantry
I am assuming that this because, even though better received accuracy values sound sexy, in theory, snipers and indirect fire lethality simply don't care about it.
On a flipside, whenever you recrew weapons with any of these units, you get to pay the full (pre-buff) reinforcement cost for the recaptured weapons.
Because, who could ever say no to a 35-MP-per head Tommy-remanned Vickers?
(This bug is due to the way the reinforcement cost reduction was implemented)
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