Part of it may be mistaking different 'HVAP' rounds, since the ones the Jackson and the Wolverine get are different than the one the AT gun gets -- according to the updated ability guide, those give accuracy and damage as well. Same with other similar abilities like the HEAT rounds that OKW gets through Elite Armor.
I know there are differences between tank HVAP and AT gun HVAP. In this case, I am talking about AT gun APDS ability only. |
Most people are just bad.
They see a button, they click on it, regardless what it does.
Also, you sure it was HVAP and not vet1 ability?
I am sure it was the HVAP ability since the projectile looks different. |
The HVAP ammo is loaded immediately upon activation. For example if you chase a light vehicle and you need to re-locate the AT gun right after it fired a shot (and didnt reload at all), you can activate this ability while the gun is moving and then it can fire immediately once it's setup again.
It's a super niche situation but it still can decide between destroying a light vehicle before it escapes or not if you know this information
Just tested, not really true. The gun still have to reload after relocation whatsoever. |
Hi
I just wonder if US 57mm AT HVAP ability will increase armor penetrating value only. I have seen people triggered it even were facing light vehicles. Were those just miss-clicked or there are actually some extra benefits. |
Hi, anyone knows how to fix the error code -4 issues.
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Soviet is, in my opinion, the hardest faction to play in 4v4 in current meta. However, I do prefer to be the only Soviet player in the team for the following reason:
1. Soviet is the only ally faction that has a stock rocket artillery. Yet it is far less efficient compared to the German counterparts; it is still needed for counter german blobs.
2. To prevent the possibility that there is only offensive/defensive units on each side. As you know, USF is extremely aggressive, and UKF is somewhat more defensive. It will be an absolute nightmare to have either 2 USF or UKF on the same side. Playing as soviet will prevent the above mention from happening considering you can change your playstyle in the early game to become either defensive or aggressive.
So, as I have described above. The key of playing soviet in a team game is to make sure YOU ARE ALWAYS SERVING THE TEAM. Here are some of the tips for you: oh, just want to introduce myself a bit. I have played 4v4 for years and once made it to top 10 as Soviet and USF. Always happy to help people if they needed.
1. As for the start of the game, see who your teammate is first. If it is a USF, go for T2 since USF lack defensive team weapon. If it is a UKF on your side, go T1 instead. However, if there is a Soviet player. wait until they have decided their strategy first and always build the tier that your teammate does not build
2. If you have chosen to build T1, I personly do not recommend to order a CE as your first deployment since it will delay your deployment of the first penal. As for your second unit( excluding the staring CE), you can either wait for another penal or go for M3, play either one and figure the best one out by yourself. Either way, please do make sure to have at least 3 penals on the field at the same time at least. And, most importantly, DO NOT UPGRADE THEM PTRSs ONLY IF YOU HAVE SEEN YOUR OPPONENTS HAVE A VEHICLE. And, in every game you play, only upgrade one of your penal squad with PTRSs. I personally do not recommend to have more than 2 PTRS squads on the field at the same time.
3. As for T2 start, here is the build order I have used for a while and works out just alright. However, just want you to know, the current Soviet T2 build is not the meta. I personally do not recommend to go for it unless I have a USF as my side mate. 1. CE --> 2. HMG--> 3. HMG--> 4. HMG--> 5. Cons-->6. ATG--> 7.T3. Here is my basic strategy: 3 HMGs is enough to build up a push power even if you want to murder an MG42 face to face purely. 2 CEs all upgraded with a flamethrower is the primary way to deal damage, it is very common for me to have two vet3 CEs for this kind of build. Cons are only for frontline merge and snare. However, building up such a defensive army as soviet is basically cry for OKW to rush for walking stucka. So personly, I do like to skip T3 and go straight for T4 and rush for t-34 so you can counter those German arties.
I'll find a time and introduce you to my late game build. Try out my mentioned above, and hope they will help.
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Send me a replay so I can tell if you are really right.
As one of the highest rank 4v4 allies and OST players, I see the german artilleries are mostly dominating the current meta in the team games. However, I do realize that lower rank/skill level Axis players are having some struggle dealing with allies arties, when I am playing with my friend who ranks around 700. |
I have it enough. Every time during the first game after I got back into rank top 100, there would be either one guy drops during the game or goes AFK for no reason. And all my hard work of trying to reach the top 10 disappear in a second due to those people. Even though I know the rank does not really mean that much, and I have reached the top 10 before, it is still frustrated as hell to lose a game that is not due to skill reason.
So, I sincerely look for someone out there to form a team(4v4). A team that contains players who will NOT give up easily, go AFK for no reason, or spend more time complaining than playing. I personally do not care about your skill or your rank. As long as you are a person who will trait every game seriously and stays positive regardless of losing or winning, we will be good friends.
Here are my brief information (4v4 only):
All factions (excluding OKW which I have never played an auto-match before): 70% +/- 5%-win rate.
SOV and USF: once top 10.
OST and UKF: once top 100.
Best win streak record:
SOV 20, USF 17, UKF 7, and OST 11.
Playstyle: extreme aggressive (that usually have negative KD but highest damage deal in the game)
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Imbalance is basically just a part of 4v4, its almost impossible to balance considering the interactions between teammates. Things that have obvious weaknesses in 1v1 or 2v2 work in 3v3 or 4v4 because you have 2-3 teammates to cover those weaknesses.
IMO general mud is a perfect example of too big. Map is not fun at all to play. And yeah caches is much easier in 3v3 and 4v4 since a lot of the back points will never see any fighting.
I do not have a lot of comments about the maps specifically. But I do want to mention that larger maps are most favored to the axis and smaller maps are more favorable to allies. |
It isn't that bad sure they might be issues with some starting positions where you should rush certain positions where WFA factions usually have a better time, there are highly coordinated teams that might play against way lower ranked single players, there probably will always be maps where forward retreat points are easy to abuse (WFA factions again) on the other hand some maps are pretty open and facour sniper play and light vehicles EFA factions and brits profit from that the most.
In case you mean that there are huge imbalances between axis and allies and the game turns unwinable as either side after a certain mark (25min) you should maybe try to improve your own playing as it is certainly not.
I mostly play 3v3 both with randoms and a team and 4v4 from time to time in teams as i prefer the 3v3 mappool and dynamic gameplay compared to clustered chokepoints and even worse artillerypartys.
Incase you have troubles playing as allies which quite often is the case with people that complain about imbalanced teamplayer modes you could watch this replay of a game that lasts way longer then the 25 minute mark:
https://www.coh2.org/replay/83335/80-min-slugfest-on-la-gleize
or you are welcome to upload a replay (or even more) of your own, contact me and i will watch them and might give you some hints where you did mistakes and how to improve.
Personally, I really appreciate your help. I as myself do not have any trouble beating the axis in the late game. There was one game I played lately last more than 70 mins, and I still won even though my team was 3 vs 4. And, as my personal opinion only, I think 3vs3 compare to 4vs4 is actually more different than 2vs2 compare to 4vs4.
The reason that I said I am sick of 25 mins mark is because it is really passive and unnoticeable but hugely affect the gameplay experiences regardless of your effort output. As a very experienced player, and I believe you are too, know that allies should put out everything they have in the first 25 to 30 mins to win the game or the game will be very hard and not in your favor at all. However, for those who do not aware of this, will mostly fall into this trap passively due to the fact that most of the players who play 4v4 are there hoping to see a very chaotic battlefield and huge tank battle. And it is extremely not fair for them to lose a game due to the imbalance of the game. |