Just because you're a top player doesn't mean you don't make mistakes. If you are winning and you want to close the game, my advice is to spend everything on upgrades and blitzkrieg the opponent. 1v1s I watch are all mostly fought around the middle VP with seldom contests for other points. A lot of the map goes undefended and nobody tries to contest that or even send a flanking force. Of course, that costs a lot of micromanagement but that can pretty much secure you a victory. Never ever be passive in this game. 1v1 is a game mode where you can be certain if you are going to overextend or not. 3v3s are usually played more passively since there are plenty of MORE units on the field and it's harder to coordinate a full scale push so people play around the middle VPs (also a mistake).
Take Lienne forest for example. 3v3 and 4v4 (less so), how many times do you see somebody cap the forest side, put 2 bunkers and just leaves it at that. People fight for the forest for the first 10-15 minutes and then just abandon it if they lose it. Enemy holds munitions, 2 points and VP with 2 bunkers and maybe an MG. T70, T34, Sherman, Stuart, Luchs, AA HT... all non expensive options to wreck havoc around the less defended part of the map. |
Yea... A few games back I meant to back up my rak... It backed up all right....
Raketen lives by that old adage. "If you're doing something, do it right". No half assing when it comes to backing up.
Anyhoo, the raketen has a lot of potential vs mediums and lights with it's retreat since you can place them on the front-line aggressively. Alpha strike I believe some call it. Easily kill lights and mediums and retreat before the enemy reacts. |
5men sections with double BARs.. exactly what this game needs atm 
Didn't you hear? Axis is OP. Allies are OP. Everything is OP and everything is UP. We've reached a perfected quantum system where everything is and isn't at the same time. |
Seems to me that if you think an idea is good and balanced and openly post your support of it, your action is tantamount to asking for it.
If and only if the WC51 was brought in line with the other light vehicles of its relative timing could it be even viable to put as a non doc T0.
To compare to the other lights-
The soviet m3 has both a fuel and a tech cost associated with it, scales poorly and has no way to self repair. It also has the lowest HP of all these vehicles allowing it to be one-shot by mines(200-kubel has 194, but also has a 20% damage reduction)
The universal carrier is the slowest of all these vehicles, is incapable of capping, can carry units which cant fire while carried, and has the worst sight of all the lights(35), it can self repair but it costs munitions every time. It also scales probably the worst of all these lights.
The kubel has poor durability, has the weakest weapon of these vehicles, has no upgrades and can't carry troops at all. It scales slightly better then the others due to its infantry maphack.
The wc51 has the worst frontal armor(2.8 vs 3.0 on kubel) and needs to pay munitions to unlock its own weapon.
But other then these the WC51 literally does everything else that the other units do and sometimes do it better. It can cap, it can self repair, its upgraded weapon is the best MG available to these vehicles, it can spot, it can carry squads that can actually fire, it scales well with its abilities and it costs no fuel or tech. It has a speedboost ability which costs no resources to use. No other light vehicle in this lineup as so many advantages. You want to give USF this vehicle so early? You need to bring it in line with the other lighr vehicles.
Agreed. WC51 should stay the way it is (maybe price increase). Making it T0 stock would be pointless. USF doesn't need any type of scouting t0 stock vehicle. WC51 can scale late game with the arty. Run in, call arty, get out can work really well in teamgames. USF has options to counter both snipers and MGs from both axis factions. Early on it's a bit hard and you need to micro a lot since you have no smokes but when you get the smokes and paks, it's a different story. USF is not OP nor UP. |
The panther's armor is worse than both the comet's and the tiger's??
Yeah, but better penetration, reload, range and HP. Comet is better all-round tank while panther is much better AT tank.
Vet2 Panther gets the same armour (290) as Comet and more than Pershing (270) |
My points are being missed, obviously I'm crap at communicating to people in here, but this is my point. Look at the difference in ease. To me it doesn't matter if I have AOE 2.5 or 4.0. 2.5 is enough to do the job! 2.5 doing the job and not having to hit the stupid toggle and not having to wait 5 seconds after hitting the toggle to fire!
This matters when we then talk about infantry, because we say obers and falls should kick ass uncontested because they don't have a vehicle snare. Then you look at the difference in vehicle impact, which axis is the king of. This works much better for axis than it does for allies between same skilled players.
The word you're looking for is "overkill". You're saying that the larger radius is overkill. I personally don't think it is. While both P4s are great at dealing with infantry, Sherman is better in HE...which invites other problems like mediums and even some light vehicles so it's micro intensive, like most of the faction. Sherman is a great tank to fight infantry with and it doesn't need any changes. Building up a 3 sherman tank squad is also great for their radio net (basically allows you to run and gun around the map with 3 tanks), after vet1. Shermans are well balanced IMHO. Weak tank to fight tanks, great to fight infantry and the massive smoke wall it can produce can really help you out.
Want a good tactic that works in teamgames? Ranger + echelon with 3+2 zooks. Sherman and captain with 2x bar. Run the captain with rifles and run the rangers and echelon + 1 rifle with Sherman HE. Trust me, unless it's a Tiger or some P4 spam, people will run away and if they don't, it's P4 bye bye, Panther almost bye bye. It's expensive but can easily replace AT gun squad later on in the game (or if you get rangers sooner and upgrade them with 3 zooks you need howits or some sort of AI since you won't be going BARs on rifles and you won't need the weak ass AT gun).
Beware, people will flame you for blobbing and say that you are a noob for having 3 squads in vicinity. If you use all 9 CTRL-control groups like me, that S*** works wonders |
Its a good trade ratio under the assumption it's successful, but there's the question of how likely is it to succeed.
Another example of a dive might be diving a USF base with a panzer 4 to snipe the ambo. You are potentially trading 120 fuel for 10 fuel, but the risk associated is much lower because the panzer 4 only needs to get one shot off, is far more durable then the kubel and that you know exactly where the ambo is at basically all times.
Even if it forces the sniper to retreat, you win. In either way getting a kubel is a clear victory over the sniper. It will force a retreat at the very least and with a bit (rank 1-1000 skill) of skill, it kills. Kubel can cap, is fast, can easily harass max range troops out of cover and bleed manpower. It fulfills multiple roles easily. It's especially good with 2x sturmpios opening on most maps in teamgames. Can't tell how many times I've fussed about a rogue kubel harassing rifles and giving sturmpios a chance to get up close and personal.
Kubel forcing a retreat from sniper is a clear win in any textbook |
Obers costs 80 ammo + a lot of MP, are late game and have no snare. Having more than a decent chance with Rifles against them would be more than unfair
That is true. But they do reward you for their cost. Unless it's 2v1 scenario with upgraded infantry, you really want to be using tanks vs obers (no snare as you said).
Rifles are a great infantry that scales well into the late game if you preserve them with BARs. The usual starting 3 rifles into captain/lieutenant gives you 4 infantry squads. Upgrading them is costly but effective if you keep them alive. I mean, as a general rule you want to fight elite infantry with AI vehicles and mainline infantry with your mainline. Obers and falls don't have snares but cut through infantry like hot knife through butter...buuuut no snare so they need to be supported with AT.... the asymmetric balance works here and rifles are completely okay.
The higher ceiling with taller walls can go either way. |
Let's be honest, MG34 and 42 are not the weak points of axis. Maxim is pretty pretty weak compared to them. Vickers in building is pretty pretty good, outside, not as much but it can still hold it's ground. Maxim is the worst MG in the game. Period. Does that mean it's useless? No, not at all. Supporting conscripts or penals or guards is still pretty pretty good due to the good setup. Team weapons are a forte of OST. MG42 works nicely with werfer to counter pushes and Pak is more than enough to deal with soviet and USF tanks (less so vs comet or churchill but still dominates if supported).
And I agree with Nacht. Weakness of Vickers is exaggerated. It's great in buildings and trenches and when the enemy has stukas or werfers or leigs, then you place Vickers defensively to stop sneaky pushes. Maxim, even though the worst and often enough, non suppressing, can be offensive all game (6 man + setup).
You win some, you lose some. The whole point of COH2 is to abuse weaknesses and play to faction's strengths. |
Only thing that OKW might need is smoke on sturmpios with low range but fast throw (as compared to longer range, slower shot on USF). Sniper they definitely do not need, neither does USF.
And agreed with Fire and Terror. Pak howi is the one true indirect for USF. It's smarter to play 3 rifles into captain for AA (suppression) and pak howi (or AT if you don't have rangers/rack). Every time I went for a fast mortar it either got killed by OST mortar or it failed to force the MG off. Just spread out and don't blob and wait for Pak and AAHT. Don't waste manpower/population on USF mortars. |