wanted to eat noodle soup while reading but the chat completely salted it
Can't be that salty. Just ignored the chat while you still can, they just got salty over some unrelated-to-the-game things (Doesn't affect the gameplay though ).
Thread: [2v2] Massive Close the Pocket10 Jan 2017, 00:53 AM
wanted to eat noodle soup while reading but the chat completely salted it Can't be that salty. Just ignored the chat while you still can, they just got salty over some unrelated-to-the-game things (Doesn't affect the gameplay though ). In: Replays |
Thread: [2v2] Massive Close the Pocket9 Jan 2017, 23:22 PM
8/10 salt in Chat Oh yeah! That too. Some people just can't seem to chill . Should have put it as a highlight as well. In: Replays |
Thread: [2v2] Massive Close the Pocket9 Jan 2017, 11:08 AM
Praise the Close the pocket again, man! Damn! Once again, back on Vaux Farmlands, 1 massive Close the Pocket just obliterated the Allies forces! All you need is 1 sneaky squad of grenadiers and boom! Map control regained, victory sealed! This, I'm telling ya, is the one that you have to see. Some time stamps/highlights: 15:40 : Sniper got sniped by the M8A1, RNG at its finest 16:45 : 222 revenged for its fallen Sniper comrade. 23:45 : While things gone worst at the front for the Germans, a lone Grenadiers squad managed to infiltrate to the enemy back line. 25:30 : Close the Pocket commended (Enjoy the show) P/s: This is like a top-500 match (I'm ranked 500-ish automatch with randoms) so if anyone can/want to cast this game, I would greatly appreciated (Would love to see the game from the caster's POV). In: Replays |
Thread: T0 Grenadier or MG 42?9 Jan 2017, 01:16 AM
The thing with Ostheer is that their army works around support weapons, not infantry. They aren't like USF where your army' strength lies in Rifleman, Ostheer' strength lies in its support weapons and combine arms, which make Grenadiers a unit to cover up your support weapons in case enemy infantry come in too close and personal. Grenadiers wasn't meant to be built like Rifleman so there's no need to get them out first/the same time as Rifleman, and since Ostheer relies mostly on support weapons, it's fine for them to be able to build MG42 first from T0 (MG42 also is one of the most important weapons in Wehrmacht's arsenal, so I'm fine with it). In: COH2 Balance |
Thread: Can't get a hang of OKW6 Jan 2017, 02:18 AM
What about AT options? When I play Wehr, I always go for 2 Panzergrens with 1 upgrade to Schrecks then rush for StuG (Usually 2 StuGs or 1 StuG + 1 Pak if I have limited fuel income). But when I play OKW, I can't seem to have anything equivalent to that AT force I built as Wehr: Sturmpioneer can only have 1 Schreck and I have to use them for other purposes as well (Repairing + mine-planting), get 2 of them kinda lame cause they're not exactly like Panzergrens (They seem squishier than Panzergrens), Raketens just kinda flaws when compare to Paks (Slow aim-time, shoot ground often) and I can't rush for Jadgpanzer IV like StuGs (At least, can't get a pair like StuGs). Then, there's also Obersoldaten: They seems really lackluster, to be honest. Not like Panzergrens where you can make them even more useful late-game with Schrecks upgrade (They can both be good AI and good mobile AT if you need), Obers can only fulfill AI role and they still need an upgrade to actually good at it (Panzergrens don't need upgrade and they're still good). It seems that OKW just seriously lacking AT options (Non-vehicle wise) as well, and those that fulfill that role just seems really lackluster. In: OKW Strategies |
Thread: Can't get a hang of OKW5 Jan 2017, 14:32 PM
What he meant here is OKW before it was release, while still in development. That was a second option of what OKW could have been. In: OKW Strategies |
Thread: Can't get a hang of OKW5 Jan 2017, 14:29 PM
I'm actually kinda fine with the idea of OKW being aggressive, for the sake of gameplay, since Wehrmacht already is a defensive faction. And yes, I understand and also like the idea of Allies being the aggressive one on the move while the German Army have to dug in and being more defensive, but that would split the fanbase a little too radical: Those can play Allies well would can't play Axis as good since two complete different playstyles. The way it is right now would seems better, actually. However, that's probably the exact reason why I can't seem to master OKW. I'm too familiar with the defensive playstyle of the Wehrmacht and the number of options are just way more than what OKW has, tactic wise, gameplay wise, basically, everything wise (Except for non-doc heavy tank). I can change my tactic mid-way as Ostheer if I need to (Like skip T3, or go Stormtrooper instead of Panzergrens; skip T1 with Osttruppen or rush T2, etc.) but with OKW, no matter what I do, generally it will be still the same, actually, but then, I still can't seem to master this "predictable pattern" of a faction (probably because it's too predictable for the enemy as well) In: OKW Strategies |
Thread: Can't get a hang of OKW5 Jan 2017, 10:52 AM
I have quite a decent grasp on how to play Wehrmacht with randoms on 2v2 (I'm like rank 600-ish), like I know when the match is on our favor, when it's not, when to go this tactic or that tactic, when to disengage, when to extend, when to help my random teammate and if he's Wehr as well, I even know what is his situation so I can help, all that kinds of stuff. It's not the best, just decently good, to say the least. However, I can't seem to apply those "skills" from playing Wehrmacht to play OKW. It just feels... strangely difficult (While my Wehr 2v2 rank is around 600, my OKW one is like 2000+ ... very bad if you ask me). To me, OKW just doesn't have much diversities, open up with 3 Volks then tech (Even teching is difficult if you want to play them aggressively), then everything just kinda snow-balling from there. It just seems so predictable, and then a lot of tool-lacking (Smoke, anti-garrison, etc.), it just... so hard to get a firm grasp on them. So I'm here to ask those that have a firm grasp on OKW: How do you play them effectively? Like, just some constructive tips, tactics, ideas if you can (Those that works for "2v2 with randoms" would be great if you can). I really don't know how to get good at OKW. This Eastern commander just can't seems to know how to control the Western army. P/S: My view on OKW can be wrong to many, so please prove me wrong. I'm begging for differs. In: OKW Strategies |
Thread: OstGrenadeers - glasscannon with no damage. 1 Jan 2017, 16:50 PM
You misconcept the role of Grenadiers. Grenadiers are not Wehrmacht's main AI damage dealer, they are there to form a frontline for other units to deal damage (MG42s + Mortars + Paks + Panzergrens + Wehrmacht's armour units). There's a reason why Osttruppen just feels better than Grens, cause they are more durable and better at forming/holding a frontline than Grens. Also, about Panzergrenadiers, they cost less than Obers (340MP to Obers' 400MP), lower reinforement cost (35MP to Obers' 40MP), come out way earlier than Obers, don't need upgrade to be good at AI (They are already extremely good with 4 StG44s) while still can be a good AT units when you need. Panzergrens are way better than you think! Even better than Obers if you know how to properly use them (While Obers excel at long-range combat, Panzergrens are literal gods at close-to-medium range, non-doctrinal wise) In: COH2 Balance |
Thread: Current Ost Commanders?27 Dec 2016, 03:37 AM
What gamemode do you frequently play though? Different commnader sets work with different gamemodes. I can give you some small suggestions on 2v2 gamemode: - Mechanized Assault/Lightning War: These two are great commander and since you have them both, equipped both: one good for urban maps and heavy vehicles play while the other one good with more open map and heavy infantry play. StuG E is pretty much the meta (But I don't really follow the "meta" so I'm not sure how awesone this unit is). - Elite Troop: Well, this one is a little bit complicated because of the Tiger Ace. The commander provide good utilities for infantry play (Stun grenade, Stormtroopers, G43s) but then the Tiger Ace... It can be good but it locks basically all of your MP and fuel by the time it arrived. Many said you should use it as shock unit and don't worry too much if you lose it quick, but it's the damn Tiger Ace!... but then the resource-locking thing... If you don't have great preservation skill then maybe don't call in the Ace. However, this commander could work, just not as good as the others. Some commanders I suggest you should take a look at: - Osttruppen: This commander helps people that have a slight lower preservation skill since Osttruppen are more durable and less prone at getting wiped than Grenadiers. Open with 3 Osttruppen squads helps you form a good frontline and map control while also easy/faster at rushing out stronger units like flamer halftrack and Panzergrenadiers (Always go for Pgrens if you go Osttruppen cause they'll be the main power force while Osttruppen for holding the line). In addition, going Osttruppen minimize your MP bleed (only 16MP/model and they can stay much longer on the battlefield that Grens if position properly) so a highly recommended commander if you asked me. - Festung Armour Doctrine: A commander straight-up available to you while also have good strength when compare to Storm Doctrine. However, it's basically more heavily centralize in anti-emplacement. This commander also has LeFH 18,a good anti-emplacement tool as always, sector arty to negate enemy trying to capture points (It can only target friendly territory but if you really need to hold that VP for few more seconds, use it!) and the Mortar halftrack. Basically this one give you 2 anti-emplacement tools while at the same time, give you a very powerful ability: Relief Infantry. This ability allows you to deal with massive losses on your side (Replace lost troops with Osttruppen), very useful against emplacement-spamming players. - Jaeger Armour Doctrine: One of my two favorite commanders (The other one is Osttruppen) since these two promote a mobile defensive gameplay for Ostheer. While Osttruppen Doctrine allows you to have excessive MP for bunkers and limit MP bleed, this doctrine provide good anti-vehicle and reconnaissance utilities: You have Reagel AT mines and Elefant for late-game AT weaponry; you have both the Spotting Scope and the Reconnaissance Overflight, help maximize collecting information on enemy movements which in terms useful in set-up defenses. Then the Stuka Dive bomb is there for "lol" moments, I guess? (It could destroy lots of stuffs but for anti-armour missions, it pretty much not required). If you have time for experimenting commanders, try the Encirclement Doctrine! It's quite hard to pull out a massive Close the Pocket in 2v2 but when you do, not even Advance Cancer Regiment can save the campy Brits! |
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