I like UC with vickers K upgrade. I doles out decent damage. But it becomes nearly impossible to use mid to late game due to German shrek spam.
Early on, it is great, can make all the difference in a engagement to give you that much needed edge. |
Disclaimer: mostly from the point of view of a player that plays mostly 2v2 and up.
See allot of people that seem to not know how to react to snipers, here is my bit on how to react to snipers.
-just don't.
People overstate the importance of snipers and yesterday i had a 2v2 game with a friend which showcased that.
We were managing to control the engagement and force the enemy to react, the brit enemy goes double sniper, which is really annoying. Despite we not losing any significant amount of map control, it was getting to him on a mental level. He was fretting over a non issue, we had the offensive upper hand, we had comfortable ticket margin and the enemy was considerably support weapon heavy, which was easy to deal with by using stuka zu fuss and mortar halftracks.
Snipers seem more like psychological tool, they tend to do better vs people that get overly frustrated. I used to get annoyed at snipers until i realized that the enemy that goes sniper heavy is sacrificing : map control, offensive power and resources on a harassment tool that requires painstaking micro management.
The only viable sniper build IMHO is when you already cement your superiority in the early game and map control is no longer an issue. Only then.
IF you can kill a sniper, great, but never overreact and just mold your army around what essentially is a troll unit.
Hope it helps |
T-70 is the most effective counter. Zis-3 isn't so much, if he is minimally alert or it's a urban map with lots of buildings that break LoS.
And if you want to go full retard, go with soviet tank hunter doctrine, spam PTRS cons then profit. |
if transports were more common (and had better utility) i would agree. instead we have no transport for OKW, a doctrinal one for USF, and brits can only move one squad; transports are not an important part of this game, which is unfortunate.
True, they are literally the means to get something else, which misses the point of them completely.
The difference of pace in between infantry and vehicles is not that big, which is why things like vehicles seem redundant. To me one the biggest design problems with COH and DOW is the insane speed that infantry moves at, which makes suicide frontal attacks so viable when they they shouldn't which in turn rewards close quarters infantry aggression and puts the onus on the longer ranged units to keep them at a distance. Which is absolutely counter-intuitive. |
OKW has the most cost effective units in game. Once you start vetting things like Obers, Falschirmjaegers...etc you literally melt any enemy infantry. |
I think every infantry unit (apart from the conscripts) shouldn't have any type of buff that increases their speed.
If player wants to increase the speed, mount a vehicle you silly goose
For the love of Quinn though, DO NOT BRING BACK THE SUPPRESSION REMOVAL!
Agreed. |
I rather divide my needs. If AI is what i crave then Churchill, since it can actually sponge some damage. If it's tank hunting, then Firefly is the way to go. A mixed bunch of these tanks is probably the best way to go about it.
Comet is a nice toy if you already have the upper hand, but it's too compromised for the price you pay to serve strongly in either role (at least as far its cost in fuel goes).IMHO.
So, no, it doesn't need nerfs. |
To counter blobs, i'd rather they get suppressed and pinned quicker (some sort of group multiplier, like the same stuff they did to pioneers in COH1), so to end that retarded: frontal assault, crawl 20 meters while suppressed, chuck a grenade and kill the HMG BS.
Retreat points in of themselves, the only thing they do is shorten the distance, they don't actively discourage the blob mindset, they just make it mildly more convenient.
And i think it would be kinda douchy to remove that ability from players who aren't using it for those foul purposes. |
T-34 is a museum piece in its current form. To me, it should return to T3.
KV-1 however is probably better left where it is. |
MG42-
+ T0
+ best suppression
+ best damage for cost and great vet1 ability
-setup time
MG34-
+cheap
-low suppression
-low damage
Maxim-
+fast setup
+6 men crew
+best infantry you can get that actally kills stuff non doctrinal
-best infantry you can get that actually kills stuff non doctrinal
-low arc of fire
-you NEED to buy it in current meta or you'll lose, badly
-death loop
Vickers
like MG42 except more expensive and less suppression
-overpriced in relation to MG42
.50 cal
+mobile
+good dmg and suppression
-overpriced in relation to MG42
-comes too late to be of any use
-Dshk
+good damage
+somewhat mobile
+you can pick it if you don't go T2
-too late
-too expensive
-not THAT mobile compared to maxim
-same firing arc as maxim while less mobile
-only 2 doctrines, one is shitty, one is OK, but you need to spam maxims instead
-death loop
This nails it.
+1 |