Guys, guys,
T34 are shit, but please, the kv8 can frontally assault Paks.
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Thread: Soviet tanks are garbage7 Oct 2019, 20:51 PM
In: COH2 Balance |
Thread: Why is the selection of 2v2 maps so bad?4 Oct 2019, 23:18 PM
Maps can be big like Vaux fencelands or small like elst. The key element on 2v2 map design seems to be the creation of distinct combat enviroments to allow for manouverability and strategies. Vaux problems are not so much related to its size but how the space is used. Using support weapons on that map is terrible due to the amount of undamageded fences, and the lack of cover and sight/shotblockers on the fields turns them into meat grinder. Elst, being a much smaller map, manages to create distinct combat enviroments that allow for many aproches and options by using the right amount of cover and sight/shot blockers. Every kind of unit can be used on Elst In: COH2 Gameplay |
Thread: CoH2 at its worse3 Oct 2019, 00:01 AM
Welcome welcome to clusterfuck of a match like I've never seen before. Complete with triple 42 builds, bugged units, double Elephants and a player getting 3 abandons on its armor. In: Replays |
Thread: Are AXIS Unbalanced? Debate1 Oct 2019, 20:43 PM
Against okw, you should try the following build if you want to play cons: Conscript>Combat Engineer>Conscript>Conscript Ever since the combat engineer buff, you can count them in the early game as a 4 man conscript squad in terms of combat prowless(even better, they have a normal recieve accuracy instead of the negative conscript have) The mindset of this builds its all about allocating resources. OKW has an important gap between their 1st and 2nd volksgrenadier, while you can crank this soviet build order almost non stop. This is important because we can seek out engagements and quite posibly win them by resource allocation. The first conscript should go on the same side your first engineer unit goes. You want them to find a key point to build barricades while their fellow engis cap the surrounding points, always ready to come in the help of the conscripts. The second combat engineer goes for the other side of the map, with caution. They are proving the area for axis units and should not engage offesively until the second conscript squad its close enough to help (this will make the enemy commit their units into an engagement you can tip in your favor) The third and final conscript squad should come in the aid of the side in need. At this point an engeener must go back to the base and build T2. When pressured, okw players commit all their units to the same side and by this point he already has the 3 standard volks and teching up grenades, which counters the key element that tips conscripts over volks, the cover. That's all, you can go from there. Just remember. Conscript play is all about trading with the enemy. If you can't win an engagement just retreat instead of wasting manpower Remember the numbers: Conscript: 20mp Combat Engineers: 21mp Volks: 25mp Sturms: 30 mp Better manpower conservation, the more it can be spent on support weapons or elite units In: COH2 Balance |
Thread: Problems against armor in the lategame29 Sep 2019, 03:07 AM
I've started to get my ass handed at me around minute 20 because I can't quite counter axis armor realiably enough. The biggest problems are instances when tanks can just manouver in close quartes, like the castle at eindhoven country or some houses where they can pivot around. T34s are useless on their own (they are not even fast enough to surround enemy armor), and to get them in time to fight P4s you need to skip the T70, which is a mandatory unit in the current meta. The Su85 has great synergies with the T70, has great range and great rate of fire with vet, but its really clumsy, making it hard to move around making it hard to manouver and really vulnerable to dives. This unit hass become mandatory to deal with mediums because the Su76 was nerfed into the dust, and it low health, damage and penetration making it a subpar zis not worth the fuel its costs. I've never trusted T34/85s to fight armor, because their penetration and rate of fire are still subpar compared to P4s People tell me I have to trade my units with more expensive ones, but the only thing that can cost-effectively trade with the german armor are the T34s |
Thread: Soviet T0 medic replace by Heal Aura?29 Sep 2019, 02:21 AM
Add some more madics to the base, 1 or 2. That should be enough. A healing aura will be too much. Also, make the nurses phase through models, because instances of false positive healings (the icon is displayed but the nurses can't heal the unit because they can't quite enough reach them) can happen quite often when units clump in the base In: COH2 Balance |
Thread: Howitzer Ninja Changes28 Sep 2019, 21:50 PM
Howitzers take ages to fire now, so they took a huge value nerf. Their rate of fire and damage was the thing that placed them as an alternative to rocket arty in trade off of their chance to be one shoted by offmaps. Would run more tests after I finish off my partisans tests In: COH2 Balance |
Thread: su76 need adjustments20 Sep 2019, 18:39 PM
Su76 needs to hard counter lights and and to scare off mediums. Currently it works as a mobile Zis, a zis that does less damage, has less pen and less surviability (400hp against 480hp only taking into the account the crew health and not the gun itself) While it would be cool for the unit the act like a scott, the soviet roster already has the T70 for anti-infantry duties, while lacking terribly in any kind of stop gap for light vehicles, and we have to remember, the zis slow rate of fire makes it inneficient at killing lights. There is a reason why people go straight for a T70 instead of something else. Its because the unit gives the faction the wiping tools it desperately needs, as the overall design of the soviet damage is to spread damage across models or burst damage, also spread across models Increase pen, increase hp to 580, and increase damage In: COH2 Balance |
Thread: Dwindling numbers on 2v2?19 Sep 2019, 21:43 PM
So, for the last few months 2v2 ranked has become a mess to the point we no longer expect a normal match. It seems axis players between 200 and 500 have vanished in the last months. Out of 4 matches in a row (the average number of matches we play on a single run), we get consistently paired against top 100 players half of the time on good days, we get an even match, and another against lower ranked pairs. Getting seal clubed is no fun, neither is getting the club. It may had to do with the times we play. We play mostly around 3 pm and sometimes around 9pm (both -3 GMT) or players migrating to bigger gamemodes (because the playerbase keeps around 7k or 8k). In: COH2 Gameplay |
Thread: Maxim Overperforming18 Sep 2019, 00:19 AM
Maxim is fine. If you have troubles as okw get a kubel to get sight. The thing still needs to engage from as much distance as posible to guarantee effective supression. Which is fine by me. Its not a unit that can do its work on its own. Its no longer a useless mg, and its ability, if used with vision and anticipation its a good tool. In: COH2 Balance |
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