You don’t have to put your medic bunker behind your HQ building anymore. That was originally done because medics originally chased retreating squads which they would then move away from and then back to wounded models. Placing it behind the HQ lowered the radius of the medics in front of the building, making it end relatively close to where the squads would stop retreating.
Now the medics no longer chase retreating squads so it can basically go where you like. Although I’m unsure about how the actual building effecting retreating squads getting stuck on it, it probably doesn’t effect it enough to truely make a difference.
Profile of ShadowLinkX37
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Broadcast: https://www.twitch.tv/ShadowLinkX37
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Nationality: United States
Timezone: America/Detroit
Game Name: Shadow Link
Broadcast: https://www.twitch.tv/ShadowLinkX37
Steam: 76561198023067759
Residence: United States
Nationality: United States
Timezone: America/Detroit
Game Name: Shadow Link
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Post History of ShadowLinkX37
Thread: Medic bunker placement in base?31 Jul 2018, 01:48 AM
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Thread: 1vs1 Removing map from automatch31 Jul 2018, 01:26 AM
Whiteflash, I’m sure you’ve seen in the past that relic never go for “simple solutions” even when those solutions are better in the end result. Relic do as they please with a select few who have a remote influence in their minds. Asking them to quite literally “admit they’re wrong and do something suggested by a fan of the series” has never, at least publicly been done. In all regards they have full control, but that doesn’t make it the best control. |
Thread: 1vs1 Removing map from automatch29 Jul 2018, 17:14 PM
BURN THEM ALL!!!!! |
Thread: Buff Shocks29 Jul 2018, 00:00 AM
You have the answer in the OP. Why would I use a CQC only squad when guards do everything better? CQC units are all pretty balanced, but in 1v1 maps favor long range squads as all backbone infantry use long range except for USF which uses mid as optimal. Smoke + frag on separate CDs is just as katitof said, a gimmick. Shocks shine on the few horrible CQC maps of team games, but I don’t think they’ll ever be meta without making them spammable and OP. In: COH2 Balance |
Thread: USF infantry upgrade28 Jul 2018, 21:58 PM
Yes with support it’s very easy with the 50 cal. Try doing that with a 42 against oorah ppsh cons. I think you missunderstand the purpose of light vehicles. If OKW doesn’t get a light then their infantry just get rolled over because of super upgrades. I don’t think I’ve ever played a game as USF where I’m backed into a corner from axis infantry alone and REQUIRE a light to push them off. I just bolster/upgrades and just push them back. The soviets only get the T70 because it’s insanely good AI with decent AT, and then on top of being good at that, gives literally global vision at vet 3. In: COH2 Balance |
Thread: USF infantry upgrade28 Jul 2018, 16:29 PM
Every faction doesn’t need a light. Brits and USF especially. If OKW doesn’t get a light they get mediocre support teams that just get ruined by upgraded rifles. USF doesn’t need a light to make it to late game if your opponent doesn’t get one. Same for brits. OKW requires it because volks fall off and you lose large amount of map control and pressure without it. And I missed the edit button. In: COH2 Balance |
Thread: USF infantry upgrade28 Jul 2018, 16:26 PM
Debunked by who? The 50 trades the wider arc for a halved setup time of the 42. Its up to personal opinion which is better. That’s also why I said argueable..... In: COH2 Balance |
Thread: USF infantry upgrade28 Jul 2018, 13:35 PM
I don’t know how you think 1x LMG on a rifle is bad, when it is nearly identical to the LMG42 on a more durable squad. Your advantage vs OKW is your lategame scaling and you need to exploit their awful weaknesses. OKW still lacks smoke heavily so MGs work great, and the 50 is argueably the best MG. If you have a problem with OKW lights maybe you should convey to the balance team to stop dumping on volks so that OKW can use other parts of their army. You REQUIRE a light as OKW currently because volks don’t scale through mid game and the support teams are still mediocre. The best OKW support teams are when the soviets steal them which is really sad. Fighting 6 man raketen and 6 man MG42s for ostheer is truly scary. You point out in your post that you need support teams as USF just like any faction. Instead of making horrible changes like giving rifles smoke, go for changes that would actually help the faction like getting rid of their awful tech fork. In: COH2 Balance |
Thread: USF infantry upgrade28 Jul 2018, 02:12 AM
Might have something to do with the fact USFs mainline has to charge in to get optimal DPS vs grens. Sniper bleed, efficiency of the 222. But somehow a faction that has “enough munis for a teller or 2” and needs to buy medics for munis somehow is less muni strapped then a faction that literally only uses munis for upgrades or off maps is an otherworldly assumption. That isn’t a muni problem. That’s a sniper, and imo, asymmetric design problem. Also in regards to USF lategame I would say it is strong with Pershing or lmg paras but... Jackson’s out range ostheer armor. The real problem I find with USF is getting vision for those Jackson’s. M20 is great but it’s squishy for lategame and the recon pass is just that, a single pass. It’s why I love flares, unfortunately the EZ8 and Jackson overlap a bit in terms of AT and lacking AI so selecting rifle co is hesitant for me. In: COH2 Balance |
Thread: USF infantry upgrade28 Jul 2018, 01:52 AM
Good thing those side grades are compensated for with extra starting resources, free squads, super cost efficient scaling infantry etc. Want to see a muni strapped faction? Try ostheer. They require munis for infantry just to stay relevant. Light vehicles giving you trouble? Try an AT gun. Honestly USF is very strong when you know what you’re doing with the faction. I personally only played 150 games and am currently top100 and exceeding my OKW which I have far more games as. USF is probably tied for best late game faction currently against soviets with the HE Sherman, Jackson on AT, Scott as a solid piece of indirect and many of the strong doctrinal as well. Easy eights are fantastic in 1v1 and even 2v2 against armor, and the Pershing is as good as the former KT. This faction is only weak to snipers, MG spam on thin maps, and their awful tech fork. Get past that and you’re golden. Cant survive because the early game is super rough? Good thing VPs prevent the game from ending at 10 minutes... 2 years ago OKW was the late game faction and USF was the early game strong faction. Now we’re on the opposite side because everyone complained they couldn’t “win early game”. So how do you lose “early game” now? In: COH2 Balance |
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