Your logic is broken.
no one...i repeat: no one with a high rank and abrain would evern build 3 stpio. i seen thousands of high ranks game. never ever one build 3 stpio..maybe as ajoke/ meme...but its not a valid strat.
Thread: move okw mg to tie1 or give a sniper28 Sep 2021, 06:03 AM
no one...i repeat: no one with a high rank and abrain would evern build 3 stpio. i seen thousands of high ranks game. never ever one build 3 stpio..maybe as ajoke/ meme...but its not a valid strat. In: COH2 Balance |
Thread: Can the stug E be made more like the Scot at t427 Sep 2021, 14:05 PM
Actually Scott has better AOE now, then Stug, but Stug has some advantages, like armor, timing, HP and lower scatter, not mentioning that it is an OST vehicle, and OST can turtle really well. thats why it need more aggresive tool like a mobile indirect mortar tool like scott, which provide a lot of tools and pushing power, because when ost need to be agressive..it stay there with only few tools. whcih need to come in range from AT etc In: COH2 Balance |
Thread: move okw mg to tie1 or give a sniper27 Sep 2021, 09:44 AM
so..you wanna tell us, its totally ok to need invest about 1200manpower to deal with one single mg? 1 mg and one recon unit is totally enough to hold of 4 squads when you are not braindead and cant flank which is very common on most maps. In: COH2 Balance |
Thread: Can the stug E be made more like the Scot at t427 Sep 2021, 09:34 AM
Your text is totally right and is the same with Stug e. // i forgott the credits. In: COH2 Balance |
Thread: Can the stug E be made more like the Scot at t427 Sep 2021, 09:03 AM
Mainly because stug E needs it armor/HP since it actually HAVE to stay on the field to shoot and recieve damage in prosses. Again, sure stug E can 3 shot squads (but relistically you need to hold-fire and attack ground to do it consistently so additional micro is requred), but it cant do it from the distance which requres you to dive it\push. Again, the reason stug E has its armor - because its exposed to TDs\AT guns\Inf\Snares constantly, if the stug E is shooting at you, then its in range to be attacked back. Scott on the other hand can do it from the distance where its not threated by anything unless enemy is diving you AND on top of the fact that the only way enemy can get you - push the attack (which on its own forces enemy to play on your terms) but not only that. Even if enemy is diving you, you still have 2 hits window to survive, you still can use smoke on top of that and you can de-crew scott to mess up enemy tank firing and force it to stop-A move it in order to finish it. And all of this on the unit which effectively can stay out of enemy range\behind sight blockers and not even need to be exposed to the enemy. And you can safely add RNG aswell, that your diving tank can miss on the move, hit something and so on. In: COH2 Balance |
Thread: Can the stug E be made more like the Scot at t427 Sep 2021, 08:59 AM
No, it arrives much earlier. 2min. and its a doc unit, which cost more. In: COH2 Balance |
Thread: move okw mg to tie1 or give a sniper24 Sep 2021, 11:48 AM
having troubles dealing with mg spam as okw ? Imagine playing as ukf and encounter 2x mg42 with pio's vision at 2 minutes mark into the game )))) oh comon. UKF has his own MG, which win every engagement vs mg42 when in green cover. UKF has UC which can sneak around the mg and load up a squad. UKF has no problem with mg spam. must be your fault. In: COH2 Balance |
Thread: USA scotts (M8A1)24 Sep 2021, 11:45 AM
https://www.youtube.com/watch?v=3_H_wdcd43E "mY scOtT is not sOo Op..thAts whY i mUst crY in the fOruM aNd tEll aLl thAt i cAnt plAy wiTh it" In: COH2 Balance |
Thread: move okw mg to tie1 or give a sniper24 Sep 2021, 09:13 AM
There is no good counter play to vs mg spam as okw. your first unit, which cant be count as a anti mg tool is the isg...which come mostly around minute 4. until this you are mostly helpless vs mg spam on most maps. but isg is not good vs mgs. since it has no retreat, has not the range from pak howie and only 4models. why USF got mortar, when the have nondoc early smoke? they even has super early reinforce and healing from the start....which means you can try your push much more often. so yeah: give OKW some more tools vs early mg spam. kubel doesnt help this much, because get serios dmg from mg crew, when you try to flank it. and one more sqaud near by nullify any kubel flank hard In: COH2 Balance |
Thread: Top 100-20017 Sep 2021, 12:31 PM
Practice using the Flak HT to counter penal openers (use inf to spot for it). As long as you suppress before they can shoot PTRS you will win. SOV T1 has no AT gun so they are forced to go shoot at it with PTRS penals/Guards. nice try. - a good sov will kill your halftrack easily with a fast clowncar and ptrs OP bs - a good sov have ptras penal and some cons and run from different angles with cons first and ht must move after first slave from ptrs...because next one can kill it. In: COH2 Balance |
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