LEL.. right.
They can/will get down emplacements anyway they want. Other than mortar ht, there isnt much ostheer can do to emplacements.
Also i think this ostheer sniper superiority argument is overrated. Ostheer sniper will always be shooting to maintain inf parity agaisnt more lethal brit inf. Any half decent british player can make a sniper and get a counter snipe off. I say this because, ostheer sniper will be shooting at all times whilst the first shot the british sniper takes (if chosen) will be on the ostheer sniper. oh and i forgot the brit sniper will put a dent of the 222 aswell and call down arty if need be.
Are you talking about 1v1 or team games? |
What Aerohank and Imageless said.
I'd also add that in my experience the LMG34 is also really good against weapon teams - the burst nature of the LMG usually guns done one model from afar which can often spell doom if its the gunner of a HMG or slow down a repositioning AT Gun. Other than that the IR STGs have all the benefits mentioned above.
Yeah, lmg obers are really good against maxim starts and UKF vickers. Against UKF in particular, because they can't spam machine guns, if you get lmg obers and pick his gunner off then you've won the fight because nothing can stop your blob, or if he covers his mg with another one and manages to catch your blob that means the rest of the map is open so he loses anyway. This will be even more true when the patch comes and volks get mp44s to clear whatever infantry he didn't retreat yet and you still keep all the AT options of fausts, raketen and jp4 in the same tech. |
Ir stgs make them do more damage at medium and close, and vastly increase their accuracy and therefor damage against units in garrisons and especially cover (cover makes units in it less likely to be hit). And they still get a dps boost at long range in practice because of said anti-cover bonus. The lmg34 does nearly the same damage (ie. consistently with itself, not "same damage" as ir stgs) at all ranges with a slight increase at closer ones, in practice making it a good long range upgrade. I think the ir stgs also give a boost to camouflage detection radius, but don't quote me on it because I can't find where I read it.
Choose lmg if you need more long range firepower against squads that are not in cover. Otherwise I would choose ir stgs, which make them probably the strongest assault and counter-assault unit in the game if you 1) put them in cover, and 2) don't get into close range of elite units that have smgs (because at IIRC <10 meters all infantry ignore cover anyway) and instead only advance into medium range or let them come to you. |
Playing brits one must have excellent positioning skills. Also, OKW demands good pre-combat awareness of winning chances. It's a tough job. Like Kri said, UKF at the start should worry less about harassing and more about making a "secure zone of control". Mining is essential vs. luchs, since usually OKW players get aggro-happy with it and you can get a nice win with a good trap.
Yeah, with my long experience playing brits in coh1 I'm all too familiar with the safe zone concept and that's what I try to do. The problem is it plays into his hands since then he gets the map, but you can't do anything about that anyway. He will cap the map with his kubelwagen and just try to obstruct your infantry, not necessarily looking to beat them but just harass them, occupy them, take buildings just so you have to go through the pain of clearing them rather than because he needs them. If you don't get a mortar pit or wasp then he can stall you in this way forever until he has his schrek blob and luchs which will beat your aec + infantry, and if it somehow didn't, he just comes back with some obersoldaten that focus fire your machine guns if they still haven't been squad wiped yet and gg. If you do make them, he can zerg the mortar pit and just shoot the wasp.
The problem really stems from the superior map control that the kubelwagen gets him. Then the lesser problem is that his mid game is simply more effective at beating yours than vice versa even if he for some lunatic reason wouldn't make a kubel, and there is no way to tech away from it both since his T0 alone beats all your vehicles and because teching to T2 and having enough fuel for a tank is just not gonna happen in anything of a timely fashion with the resource advantage he has. |
why isnt this in the strat section
Cause I didn't check the forum properly before posting. Thought everything was in the coh2 central (since that's what it says). Doh, I guess. |
I'm not sure what I'm supposed to do. I feel the same way I did when playing post-nerf coh1 brits, that your opponent has to screw a few things up in the early and mid game for you to have a chance.
If I go T1 heavy by making a carrier, not only is it not gonna have munitions to start being useful before he has schreks and/or a raketenwerfer, but it gets instagibbed by those and either or both are a 100% certainty every game even if you don't make a carrier. Kubel is like a PE kettenkrad (ie. it autowins the early game against UKF) except that when it's done establishing map control over you it can also harass you with its gun. You have no way to clear garrisons or really create a "safe zone" in the area of the map that you have to concentrate your forces in before you get a mortar pit up, but it takes time and a ton of manpower to make it for a unit that can't move, defend itself, or help out beyond its range. Then you need to get an AEC out, just to defend against the luchs, but it can't chase it down because of schrek and/or raketen support and doesn't do anything against infantry in general (which all have schreks anyway, except for the sturmpioneers that are busy mining the map up with the resource advantage he has).
It's gg from there because you are simply overwhelmed by his units that already have answers for whatever futile measures you try to employ. If you tech to a cromwell he just beats it up with his AT, assuming it doesn't get destroyed by hitting a mine. If you get more infantry he simply makes a flak HQ that locks down part of the map so they can't cap it and 1-2 obersoldaten. In fact he can do both of those things. And because of him having most of the map since the start of the game, he has more resources than you so if you thought you could just hold off his luchs investment and try to come back, you're wrong. He's going to get more advanced units out. And then he's going to make your life even more miserable when he picks a commander.
I feel like I should start playing some other faction instead. But I don't wanna go back to Soviets, I'm tired of deadening my creativity, spamming maxims for years with the requisite commanders. Maybe Ost or USF... |
As long as some sort of nerf happens to the mortar pit, it should be good. Ost already has a hard time versus emplacements, especially on 2v2s where ignoring them isn't an option, having OKW in the same boat would be pretty brutal.
Give me a functioning bren carrier and you can make the mortar pit fire soap shells. But as long as it gets insta-KO'ed by AT, literally drives forward with its rear, and almost drives into faust range before firing when you attack-move it, we're gonna need some other way of clearing garrisons and machine guns. |
Which is 100% BS. The Panzerfaust should be removed from the volks. or atleast be a Doctrinal Bonus in a commander.
But the Panzerfaust was probably the most common and dangerous infantry AT weapon of the period, it'd be like removing PPsHs from Soviets... oh wait..... |
But what they really did is driving over AT guns, should they add it to the game instead? Could be a lot of fan or at least add AT guns, machineguns and other team wapons as possible targets of t-34s ram ability
Well like I said it's not a simulator. We still have force fields around buildings that prevent anyone else from entering them to clear it of enemies along with instant teleportation to the windows. We have tanks that can survive a direct hit from a B4, and the fact that the B4 can't shoot more than a few hundred meters or something in the first place. We have units that can camouflage by running along a wood fence. These are all game elements. But removing crush is still a step in the right direction if accompanied by any necessary unit changes, if there are any, and unlike what I counted it is easy to remove without completely redesigning a unit/the game. |
Personally I'm glad that infantry crush was basically removed because it's not even a little based on reality, which yes the game is not a simulator but it's supposed to at least have a connection with the real world. Yes it could happen, yes it did happen, but was it what tanks did? no. And more significantly, was trying to run them over what tanks did against infantry with any form of anti-tank weaponry (fausts, schreks, grenades, hell even PIATs)? no. If some tank becomes useless without crush then it should simply be rebalanced.
Infantry crushing being removed is a horrid change.
It encourages blobbing and completely annihilates such units like the t-34/76 which relied on crushing to be useful.
So there's the real problem. |