The UKF planes ain't exactly any less oppressive. The one that comes on the forward base is pretty strong and can wipe full support teams.
Anyways, build a centaur. The centaur and the ostwind are the most capable lategame units which are also good at AA. |
The hard counter to LMG obers is commandos and tanks. IRSTG obers hard counter is still tanks, just no longer commandos. The long range of the IRSTG is "ok", but it's no 2x bren section or LMG ober damage. They still do decent in cover fights though because the STGs ignore a very large portion of it and amplify neutral cover. |
This looks like its been in the game for awhile now, but KV-1 vet 1 string still says it gains "secure mode" instead of "hulldown".
OST artillery officer (assault officer in files) has the vet 1 medkit string used by grenadiers when it should have its own string for "heavy mortar barrage" |
Never forget the mortar cape. |
Unsure. Seems like AT guns miss a lot more than they should at max range. AT guns are supposed to be reliable IMO and not too RNG inflicted. I understand 2x pak walls were and are pretty brutal for medium tanks, but AT guns aren't exactly good vs mediums at mid-close and can be flanked a lot of times. I don't have a solution for it, but I just think maybe the target size of the smaller mediums like the cromwell is too low. |
Tell me, without elefant how do I expect to counter SU85 with increase sight ability, Jackson with AP round, Coment and Churchill flame? Panther is a joke, Stug can't win against Allies TD.
With most Soviet will go Guard + ISU too :\. Elefant doctrine also grant me Stuka bomb dive to counter Arty build
2v2 meta in a nutshell. |
A replay can often help with issues you're struggling with. Uploading one will help greatly with aid.
Can't say a whole lot without seeing what's up, build orders, or micro issues, but I can say that if you're having issues where you're spreading too thin, focus on taking 1 side (usually your natural fuel) and going from there.
Depending on rank it may or may not matter which officer you tech. Pak howis are incredibly strong currently but the 50 cal is superb as well. I like to go LT vs OKW and CPT vs OST. LT to get MGs to control the OKW horde and m20 for the long range bleed. Stuart is great light vehicle control but gets out ranged by the puma. If you catch the puma around a corner though you can stun and blind it and maybe even kill it with stuart.
I prefer CPT vs OST because pak howis ruin 4 man LMG grens as does the AAHT. The AAHT can also easily destroy 1 222 or even 2 if you get a bit lucky. The AAHT needs to be stationary to stand a chance to kill the 222 though so the 37mm cannon fires.
Late game you have some of the best and most cost efficient tanks in the game. The HE sherman is a true wipe machine with the highest AoE per round on HE as well as respectable penetration power on AP. The jackson is unparalleled in its lethality and mobility combination. Any tank has to respect a jackson or risk being chased down. Scotts are incredibly frustrating to your opponents as they fire from tank destroyer range at infantry. They're extremely hard to kill if microed correctly. The only thing you truely lack in the stock arsenal is rocket artillery from the Calliope. Without it it can be difficult to deal with raketen and pak walls.
Get your upgrades when you can and remember to use officer smoke. The captains "On me!" ability is a FREE suppression breaker for 1 squad while boosting accuracy and lowering received accuracy (defense vs small arms). Many players don't expect a pinned rifleman or ranger to suddenly get up and throw a grenade, so spam it to your hearts content.
I won't say the pershing is bad, but it's not what it used to be before the most recent patch. Airborne is fun but semi niche. Thompson paratroopers have the best DPS in the game with tactical assualt. I don't recommend infantry company since the priest isn't really required for 1v1, but if you're looking for LMGs then try out tactical support if you have it. It has both LMGs and the calliope. |
Whenever I play 2s I just feel like no matter what side I play I'm just getting cheesed to death by either bunkers, pack howies, snipers, LMG blobs, MGs on no flanking maps etc. Maybe i'm just washed up and need to take up bird feeding.
But actually though I feel like both sides struggle because of cheese. |
Are there any abilities that reveal mines besides sweepers, or that cause the M20'S location to the other team (now that the flashlight truck lost its x-ray vision)? I've had a couple games where people would come up to the edge of a mine but not run it over, even without a sweeper nearby. In one of those, somebody dove a couple stugs in between a teammate and I, killed a couple vehicles, then made a 140 degree turn and went straight for my M20 which had been laying mines on the side of the map. It felt like a maphack but I don't know if those are real or not.
Anything that gives vision. If it was prepatch there was the IRHT. Spotting scopes are an issue as always. 222 etc. |
Airborne guards vet 3 says "increased cooldowns on abilities" when it should say "decreased" |