Guards button can save the Su76 from diving P4s and help finish off vehicles (mostly because the Su doesnt have to set up before firing) and the PTRS help compensate the reduced damage it does before vet2.
Soft AT works against ostheer light vehicles, but OKW light vehicles force you into a Zis because they can pin your units and escape using smoke or have opressive firepower and mobility. Also the raketen its always there waiting to burst your fragile Su76
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Thread: Zis3 in a bad state?22 Aug 2018, 04:52 AM
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Thread: Zis3 in a bad state?21 Aug 2018, 05:37 AM
For quite some time I've had my doubts about this unit. It constantly lets me down - Its expensive: 320mp you either chose guards, another support weapon or this thing. - Its so slow it has to be called on read and not on reaction. And its hard. - Its aim time and overall fire rate its abysmal. Light vehicles and Tanks can travel its arc of fire most of the time. The zis has a really bad time finishing off armored units - Struggles with terrain: terrain bumps op On the plus side - Good penetration: It can fight everything but the heavier axis armor (and can penetrate KT quite reliably from the side at mid-long range) - Vet2 power spike: it can fire as fast as a vet2 raketen. So it can eventually overcome its key weakness - 6 men squad: good survival to preserve its MANDATORY veterancy - Has a barrage: quite hit and miss but sometimes it drops some models. You get a better run for your ammo if you use it against squads in yellow cover I'm on the fence about its weird Vet1 ability Tracking. Yes, I've won matches by using yuri's psychic powers to reveal cloaked raketens and weapon crews but overall I think it would benefit more from having a small buff to its ROF at vet1 Also I found the Su76 better in most situations because its overall a better unit thats only weakness its being a vehicle and its weaker damage(120 vs zis 160). Su76 also synergize better with guards thanks to the button ability |
Thread: How to use halftrack?21 Aug 2018, 05:00 AM
Halftracks are usefull on longer maps Current uses on top of my head - Midgame Clowncar: A lone Mg/bunker? Move in with your engies and posibly another unit. Force its retreat, or push. Plant demos or use vision to destroy bunkers with a zis - AA: Its quite expensive 100 ammo quad excels at shooting down planes, just be carefull not to get your units wiped by the planes crashing - Saving manpower: Weapon crews are quite cheap (15mp vs 20mp of cons). It helps you to keep momentum as you dont have to retreat your cons after merging. But use it carefully, you dont have any other healing than the nurses on your base, so you should rotate low hp squads to back and forth. - Saving weapon crews: Sometimes your weapon crews are cought out of position. At guns cant retreat, so sometimes they are chased down by lone infnatry squads. The halftrack can keep reinforcing 15 mp models to the zis and help preserve its veterancy - And if you feel bold, get some guards on the M5 and chase down light vehicles. |
Thread: Ægion's Mod [Update 9/10/2018]18 Aug 2018, 17:55 PM
Sorry for the late response. Life stuff had been keeping me occupied. Mostly the overlap between cons and guards. Guards have access to the same doctrinal upgrades as cons while being a overall better combat unit. I think the founding blocks for a differentiation between both units its already in the mod. Cons, with their upgrade, offer hard utility (cover/building denial, snares, merge, URA, while they can also build green cover), Guards offer sheer combat power and their utility should be more limited. Upgrades and doctrinal abilities should go along those paths Also, nurses dont spawn on the HQ and the old build you are using contains A LOT of bugs that got patched along the way In: COH2 Balance |
Thread: Ægion's Mod [Update 9/10/2018]15 Aug 2018, 19:38 PM
We played some matches with a pal using your mod. There are some really cool ideas along with others that are not. I wanted to ask what do you think of changing the M3 scout car vet from a useless speed/RA buff (useless because of the low HP and armor of the scout car) with a passive capture, like the kubel. M3 barely sees any use outside the first 5 minutes of the game, often because its too weak to whitstand any damage available at the start of the light vehicle phase and it gets outshined as a recon unit by the T70. In: COH2 Balance |
Thread: Looking for 2v2 replays, where Allies win..4 Jul 2018, 01:35 AM
One of the worst case scenarios you can face in 2v2. OKW cheese on "camping in the woods" We managed to effective side swap, destroy their rocket arty with a sneaky T34, and survived the onslaught that is 2 KT supported by a Strumtiger In: Replay Reviews |
Thread: Crushed by double okw rush to cutoff4 Jul 2018, 01:09 AM
Doble OKW on Elst Outskirts, both players rush our cutoff and they just pin us there with sheer numbers, maxims stem the tide while kubels cap the map. Minute 7 flaktrack and luchs. Totally baffled Need help In: Replay Reviews |
Thread: OKW rush to cutoff - instant loss4 Jul 2018, 01:07 AM
Doble OKW on Elst Outskirts, both players rush our cutoff and they just pin us there with sheer numbers, maxims stem the tide while kubels cap the map. Minute 7 flaktrack and luchs. Totally baffled Need help In: Replays |
Thread: Insane comeback against 2 okw3 Jul 2018, 17:45 PM
BEWARE: Long game A really though match against 2 okw players. We face early cheese with a 2 kubel 2 strums build. Later we face 2 KT+Strumtiger supported by rocket arty Highlights - Effective side swap as allies - Heroic T34 infiltrates the enemy base and destroys both rocket arty before going down - Calliope on action - The tide of battle changes back and forth - Intense infantry combat In: Replays |
Thread: Shock's still sucking27 May 2018, 15:48 PM
Another really fun match, this time at the station. I try a conscripts into M3 start and i mess up the timing of my flamer, but it still manages to get me some wipes. As always, fuck fallshirmjaggers Highlights of the game - Pgrens on the 250 wiping everything - Heroic T34s - 120mm wipes - shocks doing nothing and sitting on base to avoid mp bleed until they are released from this mortal coil by indirect fire - Panthers and Tigers - The reason why you shouldnt let a german steal your pack howitzer with vet2 pgrens - E8 bouncing a Tiger shot at close range and cool armored engagements Also we top200 now! In: Replays |
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