Mechanized Doctrine:
The WC51 is great, it's like a suped up Kubel and it totally changes how you approach map control, you get a mark target ,etc. No Problems here.
Cavalry Riflemen: Not sure what these are suppose to be, they get grease guns, upgrade to some Thompsons and yet they seem incredibly fragile. They don't appear to have the profile of riflemen? Like I can rush grens with Riflemens and barely lose a model but if i rush them with Cavalrymen they drop like flies! It feels like their received accuracy is really terrible because I also saw P4's sniping nearly FOUR models at once (could be bad clumping mechanics too).
I tried and tried, and they just feel like garbage.
The Sherman in the doctrine also feels pretty bad, I'm not sure what role it is to fulfill as it can't swap rounds (it never could to be fair) but dies as fast as a regular sherman, misses a lot, seems to have the same penetration profile and it's more expensive? am I missing something here?
You know all heavily viable commanders often also have some sort of Strafe, Bomb, something at top tier to dump your munitions late game. Doctrines that don't tend to suffer and are not picky as often, the P47's, Time on Target, Cluster Mines, they are all heavily sought after for team games. I don't think Mechanized will see much spotlight sadly.
Just my opinion, but the top commanders often have a formula and Mechanized is not there yet.a |
This guys been posting in another thread or two and it seems like he's salty about axis combo's he's been facing. The last thread was like " OST Build Order " and it was just all about how to Gren blob. |
Double Pak guns do well. The t70 will force itself in, and instead of being hit once and retreating, and surviving the 2nd shot. You'll just end it.
I have a hard time fighting OST when they double Pak me. Have an mg nearby and the guards rush you but get pinned, forced to go back.
Pgrenz w/ shrecks in my opinion will get torn up. The T-70 can keep max distance, snipe grens and the Guards will mow them down w/ the DP light machine gun... But a Pak will ensure the death of the t70 and then he has nothing to really lean on and you can overwhelm. Plus 2 paks is jsut always good. You'll have 2 paks in every game if you're a competent OST player because they're just so good. |
DerKuhlmann is somewhere in the salty mines. |
maybe make ppsh upgrade chaneg one of their skill to a different one?
and reduce ppsh to 2 per squad?
Becasue shock troop should be the guy melting stuff left and right not the conscript.
but maybe its more a problem of shock being meh than concript with ppsh being too good?...
ppsh conscript seem to be a problem in 1vs1 not in higher player number games where unit concentration is higher.
It's definatly a problem with Shocks being a bad investment. PPSH cons still have the issue with if they are focused down your opponent could probably wipe them, but still have to retreat because there's more of them unlike a shock squad. The armor of a shock squad makes them more durable so you can retreat and likely not lose them unlike a con squad to a LMG Blob.. tho you'll be retreating pretty quickly as stated earlier you're only going to be fielding 1 of the usually....
While guards you field 2-3 sometimes and their LMG is great, and light/medium AT capabilities are probably in the best spot they've ever been except for the cheezy era where PTRS's used to snipe shot models.
x3 PPSH seems good, this means that they are now CC fighters and retain half dps at long range giving grens the superior upperhand, which is how axis engagements usually prefer. |
I have this exact problem with a friend I am trying to break into it. I started to give him some hardcore stats on units and how the game flows. Tell him things like
1) At the 8 minute mark if they have a fuel the whole game, we'll need to have some AT, it'll make him want to push more and keep them off the fuel. (8minute mark notorious for light vehicles)
2) Tell him how engagements work, that if you play allies you want mid to close range, if you're axis you prefer long range.
3) Tell him some fun strategies, like how Penals work and how progression works. My friend is a very defensive player, he's a turtle and did the same thing in SC2. But the moment I showed him how to use Penals, the joys of satchels and aggressive scout car play? He's in love with it because of all the raw carnage he can sew!
4) Be direct, he's a noob. He has no idea what he's really doing. Offer advice, take him from your game to play his game. By that I mean, if he's soviets , tier 4, and he doesnt have an su85 out and you have little AT? Tell him, hey man, Su85 please. They'll often do it. Some people just need to be told how to play until they see it all in action.
another thing that would help would be to 1v1 him, or fine some 2v2 customs. I found some friends who are in a similiar boat, so me and the other skilled player fight, and the 2 noobs fight. We give them advice...
I say 1v1 because, while you may crush him. Don't play super hard, and give advice. COH2 1v1 is very forgiving where as the more players you add to the game the harder it can be to notice things. Seeing 1 riflemen fight 1 grenadier really gives him a gauge on how well his units do. But when its just a riflemen blob vs a gren blob it can be difficult to draw conclusions like.. Grens prefer long rnage, Riflemen mid to close, LMG cant be fired on the move,etc.... Often in higher games its too much..
But I also sit in 2v2 the most myself.
Hope this helped. |
PIAT's had a huge deflection bonus early on. Meaning even when they don't penetrate they still did 50% of the damage. UKF had a run away snowball effect, mortar pits were slaughtering all other indirect fire without issue, UKF tanks were as strong as all axis tanks including having some better features (grenade toss from tanks? massive damage rockets that disable tanks?) You can easily see why there was a problem with strong AT PIAT deflection and STILL having great options to deal with armor
I mean as a Grenadier seeing a Centaur you just Hit retreat or it will wipe you.
Now the UKF have been overnerffed, Brens are cheap but IS are meh, they're like halfway between Riflemen and Conscripts without AT snare. Their nades tho are F***ing lethal as hell! |
If you're a new player to coh2, this is quite common. Experienced players will base rape you because they can. It happened a lot to me and my friends before we got a real handle on coh2.
They'll just rush your base, kill you in your base, and rocket the shit out of you. Allies do it, Axis do it. You'll just need to hone your skills and get more experienced.
I promise you this isn't a problem when you get some hours under your belt. All rocket artillery can be 1 shot by any AT gun/tank now. Most of them are very vunerable to small arms fire as well. Sometimes I would even just dive a T34 to murder them =)
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G43 is better, they snipe low HP models all the time. Being stationary to apply damage is kind of a crux with all the grenades and indirect fire. It depends on the game mode mostly for me. In 3v3 / 4v4 it feels like a death sentence to sit there firing. But G43 mobility is superior. 1v1/2v2 entirely different as there isn't 5-6 mortars dropping on 1 squads head. |
If he's setting up multiple lines of defense then he's spending his manpower and munitions on those bunkers. Meaning you should have superior infantry on the field and likely more munition heavy options. Bunkers dont mean shit to an AT gun or a tank.
Pack Howitzers are great, mortars, etc. Some of this sounds like a pressuring issue. Something not talked about enough, a friend of mine thats just getting into coh2 with me has the same issue. He's always running into machine guns.
Machine guns are like, the hard noob counter. Once you conquer them, you'll join the enlightened. |