Profile of LoopDloop
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Post History of LoopDloop
Thread: Help on how to play the US vs OKW matchup14 Aug 2017, 14:44 PM
I actually enjoy going lt and just relying on zooks on REs as a light vehicle deterrent simply because I find the M15 AAHT much more cost effective than the stuart. It's really squishy (2 rak hits will kill it) and only shoots backwards but it also lets your riflemen absolutely dominate the infantry battlefield, especially if you can get a .50 too. I skip the m20 because it's really expensive for what you get and takes a lot of muni too, but it's still a great unit (I hope they make it cheaper though). I also like to go mechanized on maps that allow because you end up with insane manpower float (like kubelspam levels) which is something that's very freeing as usf. |
Thread: FBP EFA positions and issues13 Aug 2017, 20:23 PM
I agree with a lot of what you say, but I do want to make one point: doesn't the ost panther have the same accuracy on the move as the Cromwell and comet (post nerf anyway)? I still think ost t4 is not viable in 1v1, and is mainly a teamgame tier, but the whole panther on the move accuracy being bad isn't that big of a deal IMO (unless I'm wrong about the stats and it's even lower). In: COH2 Balance |
Thread: FBP: M36 Jackson Discussion13 Aug 2017, 19:54 PM
I'm guessing you mean 20-something when you say 2 right?
The point about not having access to things as usf is very valid, but I feel like you sell some things a bit too short. The .50 is actually really good, as it has great dps and a very fast setup/teardown, and can penetrate 222s and pumas. It does seem to be very inconsistent at suppressing though, sometimes doing it in less than one burst, and sometimes taking at least 2 full ones, which sucks because they're very short with long delays in between. The AAHT only shooting backwards isn't a huge deal, not enough to really mess with it beyond the shitty pathing that often means the death of a lot of light vehicles, and it doesn't have to setup or anything like the okw halftrack (which has its own merits). I find it a much better choice than the Stuart now, and people often forget it can pen luchs back, which is funny (it'll still lose badly in a 1v1 ofc, because Germans or something). The m20 is just severely overpriced.
I seem to notice that shermans have a decent chance of sometimes maybe penning a (nonvetted) panther frontally at really close range, like while I'm trying to flank, which isn't something I'd bet even one rifleman model on at long range, let alone a sherman. Same thing seems to apply to small cannons (base 20mms, flakhq, ostwind, etc) to sherman front armor. Other than that, I've never really noticed range making a difference, which kinda sucks. In: COH2 Balance |
Thread: My FBP Suggestions & things that surprise me12 Aug 2017, 03:44 AM
+1 They're even harder to wipe because of their passive (IIRC). Like you said though soviets are an interesting faction, and I like using them, so much so that I messed around with stalling for guards and using them as mainline inf, which actually worked surprisingly well, except I forgot the build. In: COH2 Balance |
Thread: JT/elefant (heavy TDs)12 Aug 2017, 03:19 AM
One thing I found out on accident is that riflemen smoke grenades apparently slow enemy vehicles caught inside of them. It's really nothing that dramatic, not like an engine damage crit or anything, but elefants going any slower than they already do is ofc an advantage if you're really trying to kill it. As to people not smoking and flanking very much, against okw, as I said earlier, you could actually be shooting yourself in the foot, but honestly I think against ostheer it's just not utilized enough. I know I could certainly be better at it, I mostly just use it against team weapons (hmgs as well as paks) and while I'm trying to cap, and occadionally to cover Thompson rangers or paras, but really, it could be so much more than that. I feel like smoke is really underused in this game in general though. Like you said, the recon run is great, as is the rear of the doctrine actually. The mines IIRC plant pretty fast, I think faster even than the m20's mines, and of course there's the glorious immobilize crit, and I do like to have a halftrack around in teamgames to reinforce. Spotting scopes are great for ostheer tanks, particularly the elefant and brummbar, and then there's the dive bomb. Opieop. And all those things synergize really really well. In: COH2 Gameplay |
Thread: JT/elefant (heavy TDs)12 Aug 2017, 00:23 AM
True true. I actually never thought of smoking a heavy TD before I made this thread lol. Although (completely unrelated), smoke and flank can actually be harmful to the usf player sometimes vs. lategame okw, since flanking means extra moving means less dps and chances are everyone's just sitting in craters at that stage of the game anyway, since whatever green or directional yellow cover that existed before probably got rekt or run over by that time, and okw has stgs out the ass anyway so sometimes closing in isn't your best bet. In: COH2 Gameplay |
Thread: JT/elefant (heavy TDs)12 Aug 2017, 00:13 AM
A doctrinal choice to handle a doctrinal choice? That's a good point too. Although, it still doesn't actually counter the unit per se, just offers a way around. On top of that, I guess my problem is that I usually go mechanized to really press the early advantage as usf, and often choose doctrine early even when I don't. In: COH2 Gameplay |
Thread: JT/elefant (heavy TDs)12 Aug 2017, 00:04 AM
Yeah but my point is it's doctrinal for usf and brits. Also, only ostheer has lower entity squads. OKW has volks for the most part, with maybe a few four man squads (obers/sturms) and occasionally (actually, a lot in this circumstance) pfusies, which have more men than usf and british squads. Let me be clear, that doesn't in any way invalidate what you say, in fact, I might go tactical support or royal arty/mobile assault every time I see that an enemy player has chosen or has in their loadout a doctrine with elefant or the jagdtiger doctrine (I'm not playing soviets for the most part in this patch because I don't enjoy spamming penals). In: COH2 Gameplay |
Thread: My FBP Suggestions & things that surprise me11 Aug 2017, 23:49 PM
Don't forget, it often isn't a kubel, it's multiple kubels. Nobody builds more than one scout car if they actually want to win. Also, with the way okw is designed, it's ok to be on the backfoot at the beginning of the game. That's why they get 5 levels of vet and nondoc elite infantry and a nondoc heavy tank and all the other shiny stuff they get past 20 mins. *Facepalms* read the quote. It says sturms. Remember those guys? The ones you start with? The m3 does have 0.9 more front armor than the kubel, but it also has less rear armor and less than half the acceleration, which means that its a lot slower to escape than the kubel. It does ofc have more firepower since it can have a squad garrisoned. I also have seen kubels reverse straight through 3 squads of rifles and not die (both my kubels and enemy kubels). I don't think early game volks are as weak as you think. At long range in equal or better cover, they straight up beat rifles, and will win if they try to close without a proper setup or flank, and are notably less to reinforce. On top of that, you have sturms, who will absolutely roflstomp single rifle squads in any circumstance unless you charge through a road at them or keep them at max range, and are also a capable flanker squad in the early game. Then you have the kubel as well, which doesn't bleed at all. I have another one: I'm really sad about this one. I like soviets, but personally, I think penals in their current state are boring, as they are a good combat squad (at the very least bordering on overperforming) but don't have any AI upgrades and their only utility is satchel charges. But then there's cons. In: COH2 Balance |
Thread: JT/elefant (heavy TDs)11 Aug 2017, 23:17 PM
Not if you don't have it. Otherwise, yes, but you still will be at the mercy of tanks and their artillery wiping YOUR support weapons, which you need to not be at the mercy of tanks. I guess part of my point is, remember when okw complained about not having a nondoc mg and usf complained about not having a mortar? The parallel is that regardless of the balance aspect, it's harmful to leave out basic elements of the game from certain factions, and it's also harmful to have units that make it so you literally can't use basic elements of a faction to the degree that heavy TDs do, and also making said units insanely hard to kill. In: COH2 Gameplay |
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