Hello,
Just started 3v3/4v4 (with friends), what is the actual meta and good strategies of the moment as axis ?
thank you.
Profile of Hven
General Information
Register Time: 28 Dec 2015, 17:04 PM
Last Visit Time: 18 Dec 2025, 22:34 PM
Steam: 76561197993684725
Birthday: 1994-05-08
Nationality:
Belgium
Timezone: UTC
Game Name: Hven
Register Time: 28 Dec 2015, 17:04 PM
Last Visit Time: 18 Dec 2025, 22:34 PM
Steam: 76561197993684725
Birthday: 1994-05-08
Nationality:
BelgiumTimezone: UTC
Game Name: Hven
Post History of Hven
Thread: new to 4v4/3v36 Sep 2020, 00:01 AM
In: Strategy Desk |
Thread: Some change for UKF24 Nov 2019, 19:09 PM
Ukf is defensive, what make them defensive ? - Mortar pit is a hindrance more than anything. sitting duck waiting for anything to shred it. having to keep your whole army close to it when you have to move to the other side of the map to help your weakass teammate. - Bofors, like mortar pit ain't worth sh!t. other factions get low cost smaller position to lock backward points. this one ain't doing any better. worse , it need a tech, cost more and lock AEC, a much better unit. - 17lber share the same problems. buttr0ped by arty or anything (elephant included, eventho you did build it to counter tank). either to backward to do anything or too foward to stay alive more than 2min. thus there is no stock arty (flare is a joke as you have to run up to throw it, with a unit getting debuff out of cover). this mean you cannot be defensive at all because you lose arty war by default. you are forced to ATTACK. attack with what tho ? you got debuff out off cover tommies plus static bren, no stock choc troops to flank, no arty to mess up with pak/mg walls, low firerate snipe/firefly,... You do have spint atgun, cromwell, comet and emergency warspeed locked behind hammer. too bad yer tank will be kept at bay by untouchable paks. Basically you cannot defend and you cannot attack by designe. There is just not enough for you to bite or hold. I don't bring up doctrinals as doctrinals are there to add flavor and new edge. they aren't meant to cover hole (and none do anyway). I'am not saying existing units are bad. the faction simply do not have the tools to stick to any play style. for it to be competitive you need op af unit (like in the past) or redesigne the faction by adding new options (units or abilities). the biggest problem (if not the only one) is the lack of arty. mortar pit changed for a special trench to be manned with up to 2 mortars (implies stock mortars) is the best anwsere to me (ressource are already in the game). If you don't want to add some kind of real stock arty (mortar/ htmorat/scot like vehicule or anything not barrage dependant) then change the base howies mechanic to make up for the lack of arty. increase the forward assembly flare range to make it actually usable for exemple. remove the cost (ammo) on base howie as your sole arty cannot be locked behind a paywall. it would both make a use for the FA and the base howie. it would still not be equal to genuine arty but dat would be something. TBH i would remove base howie entirely but if you absolutely want to keep it then just make it work smh. It's not hard to keep faction flavor without crippling the faction. adding any kind of real arty would save the faction. want ukf to have positions or base howie ? make them work or delet them. not essential change but it would make sense: If you do not want to add a choc troops (not commando which are more than just a choc troop to me) or a shoting on the move weap at least make the tommies assault package non doctrinal. it's not good but atleast it's something. In: COH2 Balance |
Thread: vickers zis like bug6 Jan 2019, 18:02 PM
I see, the vickers gunner got sniped by an incendiary round just in the milli second where he finished the de-setup process. This bug looks extremely rare to me and actually this is the first time I see it. later i recrewed it with engies and couldn't move it. i thought it may have been stuck in the destryed UC so i got my AEC to wreck it but it remained stuck. i set up my camera differently on each map but essentially put it on the axis "south-north" (south being my side, north enemy's) In: Replays |
Thread: vickers zis like bug6 Jan 2019, 17:34 PM
In: Replays |
Thread: ghost12 Nov 2018, 14:51 PM
we can see Princess Speirs aka nepotistlelic (https://www.coh2.org/user/29628/nepotistlelic) ghosting multiple times. 1st being this one https://puu.sh/C0vvf/2d542d18ef.jpg . In: Replays |
Thread: Volks are disgustingly good, need toning down.22 Oct 2018, 15:07 PM
to me no need to directly nerf volk stats. just put a tech cost to incendary nade and have volk as starting unit. it's enough to fix their op early without hurting mid/late or breaking the faction. it's all about not having a free 300 mp choc troop as starter and not having free tech nade forcing early hospital. volk do not feel op once i survived the early phase of the game. a direct nerf would be too much. In: COH2 Balance |
Thread: Volks are disgustingly good, need toning down.22 Oct 2018, 11:22 AM
it's simple. okw start with chadsturmpios. meaning it start stronger than usf/soviet infantery wise (as sturmpios beats mainline inf, let alone engies). the gap further increase when a 4th volk walks out and they start throwing free tech incendary nades. those nades force opponent to build infirmary (kubble and sturmpios already decrease health pool more than mainline inf but incendary nade seal the deal). usf/soviet end up being outnumbered and okw can win with sheer strenght. funny fact: stg can even be bought in enemy territory, like wtf. every thing in this faction is designed for being conveniant, everything is timely without having to think about anything. even fight going on, throw dat nade i didn't have to tech (pay) or think about . floating ammo ? grab those stg i didn't have to tech (pay) or think about. i'm currently going toward enemy fuel thru enemy territory ? no worries, i can just grab it there. it's fun to play when you are tired and cannot be bothered to pay much attention to the game. how to fix the problem: As okw do not need stumpios to build tiers hq, i don't see why they should start with it. putting sturmpios on other engies standard is out of question as it would hurt the faction flavor. having okw start with a volk instead, like brits do with tommies, sound fair. if okw want sturmpios they can just build them from t0 and have to pay for it. the building time would prevent sturmpios from rushing and cracking houses open like they do. the sturmpios would still be strong in early but it wouldn't be unfair anymore. Okw do not have early garrison clearing tool and dat's why they got tech free incendary nades. give sturmpios a flamethrower upgrade (like the one in the commander) and put a tech to those nades (like molotov or a lil more pricey as they are better but this don't matter). it will prevent volk from winning fights without putting any skill in it. they will have to think about nades before throwing it and pay for it like others factions have to. With those two fix i believe okw outrageous early would be put on par with other factions. Stg can stay tech free as faction flavor (make it so it has to be in friendly territory to be bought tho) as they aren't part of the problem. having to put 50 extra mp for a sturmpios (compared to volk) and having to buy nade tech would prevent okw to have more squads than the usf/sov and just outspam them to win with sheer strenght. In: COH2 Balance |
Thread: Against weapons team spammers17 Oct 2018, 20:56 PM
depend of map and who is holding what. 3 riffles 1 mortar or 4 riffle is standard and do fine vs team weap spam. the secret is to tech nades early. b4 ambu if your squads do not lose too much health, just after if you had to (i always go cptn if there in no snipe so i don't need fast tech and can totally afford to spend some fuel b4 going cptn). nades will give your flanking squad the wiping potential it doesn't have otherwise. It also give you the opportunity to smoke nade with your RE for your riffle men to run up and nade. If there is 2 hmg covering each other, wait for mortar smoke then go in and smoke then 2nd with RE. Usually i don't even have to bother smoking, flanking from 2-3 different pathes so the job. Cptn then howie (b4 or after atgun, depending if they are more or less likely to go light vehicule). I often and up with a mortar and a howie and it's good cuz u already got 4-5 mainline inf bleeding. If you know enemy didn't get more fuel than you (or got less) you can even get howie as 1st vehicule. Tbh it's harder to deal with only one hmg than numerous. |
Thread: New community member "SAY HELLO !"14 Oct 2018, 10:03 AM
welcome abroad In: COH2 Gameplay |
Thread: Hello Everyone!26 Sep 2018, 10:22 AM
it can be frustrating but it's a great game. welcome abroad In: New Members |
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