OKW HT gets a little bit to big nerf.
compared with similar units its underperforming cause it needs to stay has low armor and less accu, less dmg and the same suppression
Profile of ullumulu
Post History of ullumulu
Thread: Thoughts on OKWs Flak Half Track28 Aug 2019, 14:27 PM
In: COH2 Balance |
Thread: what to do against okw in team game?27 Aug 2019, 13:54 PM
On most maps its pretty easy to counter OKW only teams...MG spam and into bofors hard look down areas and come into the midgame with fuel advantage In: COH2 Balance |
Thread: Thoughts on OKWs Flak Half Track27 Aug 2019, 06:05 AM
It isn't really any worse than the USF AAHT. The USF version has to drive backwards all the time making it a huge pain to micro manage and with it's rear exposed all the time it's vulnerable to most any vehciles and in fact dies in just two AT gun shots. It also seems to do a relatively poor job suppressing blobs for something that has 2 .50 cals and a 37mm autocannon. uhm..whot? USF HT even suppress when moving...so u can kit any squad easily..while the OKW HT need luck to supress and must move (no more shooting) when a squad comes to near...USF ht only need move and has enough distance to suppress and kitting. on top of this..USF is much more consistent and win mostly all fights until mediums hit the field. (even vs puma (often seen in high rank tournament games)) while the OKW ht is helpless vs any stuart, t70, AEC etc In: COH2 Balance |
Thread: Rear Echelon, to be more supportive and viable ?27 Aug 2019, 05:56 AM
It is not about fixing a unit. I am just interested in making a unit which I would like to choose more willingly. all other factions needs pios...cause you know..they cant repair their armor by the own crew...thats why In: COH2 Gameplay |
Thread: Rear Echelon, to be more supportive and viable ?26 Aug 2019, 14:13 PM
super cheap squads with suppressing, can pick up two weapons from a rack(nondoc) while can carry sweeper at the same time... whats more needed? dealing with 300mp units? In: COH2 Gameplay |
Thread: Maxim redesign redirect thread22 Aug 2019, 08:02 AM
If u all could read...and most important: understanding what you read...that would be great. in TEAMGAMES you have no map capping proplem...there are other guys with for exmaple USF rifles, IS and penals to cap it. You are the guy which support them with maxim spam on lane maps and urban...you supress then easily the grens and volks. after that (u lost NO manpower in the first 2-3 attack from enemy (staying in sec line and suppress enemies. you have no problem to get t1. and spam after that penals. you only need mates which arent brain dead and wait the attack from enemy to run into the mgs. ( because you hold the important points with it) maxim have fast enough setup time to avoid mortars and flanks. you only need one mate which its at front of u to see the squads and u suppress them. this works every time. In: COH2 Balance |
Thread: Maxim redesign redirect thread21 Aug 2019, 11:22 AM
its very clever in teamgames on exspacily urban maps to get some mgs and mortars and spam after than only penals. you have easy early game...and come after this vs heavy inf and overrun the anti mg builds: mortars and lots of stuff In: COH2 Balance |
Thread: Maxim redesign redirect thread21 Aug 2019, 10:14 AM
there is no big deal to get 1-2 maxims to safe good positions and get penals from t1. this both rape everything (volksspam, light verhicles, bunkers, etc etc) and dont forget: ppsh will now much earlier avialable. and the new cons are pretty solid with and weapon upgrade. now we have early ppsh, great penals and a more better maxim? Comon..cant u see the this? In: COH2 Balance |
Thread: Maxim redesign redirect thread21 Aug 2019, 08:34 AM
sometimes i see the following: some want to chance unit without seeing the big koncept. Shure...some unit are underperforming...but this has mostly a reason because some other are overfperforming or are really good when you combine this 2 units. like it was with the brit...you gave them a an AT nade...but doesnt chance anything by their other AT units. they have now the best AT option from all faction. Running around with pio which can carry handheld AT while have AT nades...and a very good AEC, AT gun, TD with high alpha and stun and nondoc 17pounder, sniper, mines...they GET ALL THE STUFF FROM ALL OTHER FACTIONS (nondoc in better versions). all this make them now op compared to other faction in this point. you can´t power up weakness and forget all other stuff from this faction. In: COH2 Balance |
Thread: IR halftrack OP in teamgames21 Aug 2019, 06:06 AM
I look everyday high rank match replays...its really underused and u will dont see it more often like i said. In: COH2 Balance |
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Latest replays uploaded by ullumulu
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VSBlueberryboy71 Ullumulu Nordmann OKW™ Senus-NSO- ishtar Dr. Schnággels -NSO- BATTALION ★Betio Bastard Angry Panzerfaustvs high rank premade Team NSO / ishtarby: ullumulu map: Unknown12-1,474
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VSNot |GB| The Lieutenant Boekoe Stelio Kontos Pikmeister [Rainbowsquad]RED Ullumulu [TFB] Mack221 Gdsm. J. Kerr [6th GA]4v4 // vs GB_TheLieutenant premade teamby: ullumulu map: Lorch Assault6-1,109
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VSAilana_PinoyLando Ullumulu ★ † Four Leaf Clover † ★ Sticky Toe ⌐HelpingHans FloatyBoi pallie TeddyMcFluffvs helping hans premade teamby: ullumulu map: Unknown9-1,697
105977105383105295104924103789103193102194989399127486514
Livestreams
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