Maybe they can make ANOTHER attempt at getting those 4 models to spread out so one stray shell doesnt end them.
Sure. I wouldn't have a problem with such a small change
Thread: Fallshirmjager usage9 Jan 2019, 13:24 PM
Sure. I wouldn't have a problem with such a small change In: COH2 Gameplay |
Thread: 4v4 Close Game9 Jan 2019, 13:23 PM
Oh yeah that wasn't targeted at you! Sorry if you got that impression That's just a general thing that happens a lot in team games and for obvious reasons it can be frustrating if you get stuck with players who make poor choices that might cost you the game. I look forward to seeing some 1v1s from you In: Replay Reviews |
Thread: Fallshirmjager usage9 Jan 2019, 12:32 PM
Luftwaffe isn't a great commander for teamgame, it has its use on 2vs2 but above and the resource accumulation their time windows is too small. They also suffer the lane concept of large teamgame and maps, how are you supposed to hide when the frontline is so small and when around 8-10 minutes arty strikes start raining all over the place. That makes complete sense to me. But it that case it is also a very weak argument for proposing changes to it In: COH2 Gameplay |
Thread: Fallshirmjager usage9 Jan 2019, 12:17 PM
Uhh what stats did you look at? Luftwaffe Doctrine was picked 39 times and Spec ops 81 in GCS2, so your numbers are waaay off (Luftwaffe was #1 in the players loadout, even higher than spec ops). And this dosen't change the fact that Luftwaffe was still the second most picked doctrine in GCS2, but that Spec ops is still the most popular commander by far, especially because of the Cmd. Panther call in. I'm also not exactly sure how playing 2v2 and 3v3 is supposed to prove your point about falls, since the game is mainly balanced for 1v1? Do you have a player card to back up that these claims are actually based on skill and experience and not just personal preference? In: COH2 Gameplay |
Thread: Fallshirmjager usage9 Jan 2019, 09:35 AM
Oh if you include tank shells as explosions then I would agree! It's most often those that get me, or if some CQC troops catch them on retreat In: COH2 Gameplay |
Thread: Fallshirmjager usage9 Jan 2019, 08:33 AM
You will lose ur fallis to all the explosive stuff from allies in most games you use them. they clumb togehter and one single sherman/ mortar/ grenade/ shot often wipe them in a blink of an eye. Maybe in chaotic 3v3 and 4v4s. I hardly ever loose falls to explosives in 1v1s at least not more often than any other unit. In: COH2 Gameplay |
Thread: A noob going at it (looking for advise)9 Jan 2019, 08:01 AM
Thanks! Good to hear! You don't necessarily have to pick up the mortar (though I would have recommended it in this case), but then you could have dumped a sachel charge on it, so your opponent can't use it again. Never leave abandoned war materiel for your opponents if you at all can avoid it When going t1 the amount of guards you need depends on the amount of penals with ptrs that you have, so if you only have 2 penals by the time you can get guards then you could get two guards, but don't hold back on building other units if you have the manpower. The rule of thumb here is that you generally don't want much more than 6 units of infantry (the rest should be a mix of team weapons and vehicles) But I'm happy to hear that you a still hyped about the game so get back in there and keep fighting. It's when you start loosing games that the real learning begins In: Replays |
Thread: Fallshirmjager usage8 Jan 2019, 20:53 PM
Lol. Luftwaffe doctrine was the second most picked doctrine for OKW in GCS2, which hardly fits with your statement that it is the worst doctrine. And I really hate that you make me go there, but if you never play 1v1 and your name is the same in game so I can compare our ranking, I really don't think you are in a position to tell me that I'm playing OKW wrong In: COH2 Gameplay |
Thread: A noob going at it (looking for advise)8 Jan 2019, 19:40 PM
okay here goes. I'll review as I watch. - your choice of doctrines is good and your tier 1 opening is fine as well. - 4:00-5:00: your opening capping is really quite good and you make some good engagements. Don't be afraid to use the houses more though! Even if they only have one or two windows to fire out of, they still trade pretty good and also lets them stay in the fight longer so you can flank with other units. - 6:00 on maps like crossing, you should try to get the opponents cut-off any time you have the chance. Also VPs are the lowest priority in the early game, so focus on getting fuel and other ressource points instead. - 7:00 top level clearing of the mg in the house! For a first game you play really well and gives me the impression that you might have watched a few casts or twitch gamers before playing, because you are doing it by the book - 8:00 quite risky staying in the scout car after getting the first faust. You were lucky that he didn't have enough munitions for the second one. if you can't get away just take your engineers out, because you risk loosing the entire squad if they are in the car when it explodes. - 12:00 you blob your units too much. This is pretty common when you start out the game, but because of his mortar you suffer serious losses and it also makes your capping less efficient. try to work on this. - 13:00 Amazing push and amazing steals. This game is probably sealed right there when you wipe a gren and steal the lmg42 plus kill and steal the Pak. - 14:00 you are a bit to thirsty with your light vehicles which lost you the scout car and also gets your t-70 snared very close to the enemy base without you knowing what he might have comming out. generally you want to stay out of range from snares, especially if you are deep in enemy territory. - 14:30 your mortar has stayed in your base for a long time at this point. Not that you need it because you a slaughtering your opponent, but remember to move it within usefull range. Also you haven't yet picked up the opponents dropped mortar, even though you had ample opportunity. The best possible way to punish an opponent is to kill their team weapons and take them for yourself. This is even better for soviets as they can man them with six men instead of four. If you can't or don't want a dropped team weapon, then try to destroy it instead so the opponent can't retake it. - 16:00 against a better opponent you might want to not go as heavy into infantry and get your real tanks out sooner. at this time you push out a second guard, even though you already have one, two penals and two engineers as core combattants. Instead you could have built t4 and gotten a t34/85. - also try to use some of your extensive amounts of munitions to buld mines on the roads and anywhere you might expect the opponent to come at you. - 19:00 GG! this was a pretty convincing win for you, so there is not too much to review. Generally you can get better feedback by either playing a more evenly matched opponent or posting a defeat, so your mistakes are more obvious But to sum up your pros and cons: The good: - you have a very good core grasp of the strategy and game mechanics. Impressive even! - you handle engagements resonably well and respond well to new threats. The need-to-work-ons - You should utilize buildings more and better. - You should try to blob less - Try to be better at prioritizing your ressources. if you already have 5-6 infantry units and 250 fuel, you will most likely want a tank rather than yet another squad Hope this was somewhat helpfull and finally, in an act of shameless self promotion, I would also encourage you to read the guide I have made for beginners and people who want to improve https://www.coh2.org/guides/70864/from-recruit-to-veteran In: Replays |
Thread: Fallshirmjager usage8 Jan 2019, 19:08 PM
I don't think the panzerfaust is a useful ability for fallshirmijagers, fallshirmijagers are so expensive that I never risk them to chase tanks. The faust is what puts the falls a notch above other elite units, as light vehicles can't just bum rush them and force a wipe. In: COH2 Gameplay |
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