Lol so much hate I can feel it, I feel... empowered, I dominate you, you're like a little dog glapping for some attention .
https://www.reddit.com/r/cringe/
Posts: 1515
Thread: I think Ost pioneers should lose their sight bonus16 Mar 2022, 16:01 PM
https://www.reddit.com/r/cringe/ In: COH2 Balance |
Thread: The problem with USF Rear Echelon Squads14 Mar 2022, 22:22 PM
Stopped reading after "RE are a different unit, in a different faction than both pios and CE and they fill a different role entirely, so this is frankly irrelevant" You can theory craft all you want about unit roles/positions and factions, won't improve your game. Reality =/= Theory In: COH2 Balance |
Thread: Pershing is a huge meme.14 Mar 2022, 20:15 PM
Pershing is decent ATM. It could use a slight MG buff or a slight AOE buff, but overall it's quite decent. I play it in 80%+ of games, and seldom do I have problems with the commander. I also never use combined arms as it's a meme in 3v3s. Pretty much asking for a werfer or stuka strike as you do need to blob around the pershing to be effective. It's a Hail Mary ability; A make or break situation. Extremely hard to pull off correctly (on some maps impossible) but if pulled off, you can destroy a lot of opposition. In: COH2 Gameplay |
Thread: The problem with USF Rear Echelon Squads14 Mar 2022, 17:34 PM
Some development in the frontal lobe, higher cognitive functions. Ok, nice. We are getting there. Now the problem here is that you used a highly unlikely scenario, with the MG42 being way back and ground elevation in the way and 4 man echelon squad behind. Not to worry. Expected from underdeveloped lobes, you'll get there. Good job anyway. As you can see here, a this is a more realistic scenario, and here rifles got suppressed in 2 bursts due to the holes in the traps, and being 5 man. Don't worry, you'll get to higher cognitive functions like reading with understanding to see that I talked about 5 man squads like rifles and volks have problems with cover (more models-more chances of models fu****g everything up). Again, don't worry friend, you'll get there. English is a most difficult language, even for the fully developed.
If placed on the front line (fuel,VP), I usually place both horizontally using shift and escape. Tried the vertical-horizontal double, but it's highly dependent on what's around it. If there is some sort of yellow cover or a small bush or a small fence, the sticky cover will fu** it up. At least from my experience (4 models get into cover and one goes behind to yellow cover or somewhere "far" away) even with right-click drag into cover. I also don't generally like placing tank traps as they can fu** up pathing a lot, and I often play with the AAHT and that vehicle can be a menace when it comes to pathfinding/rotation. Double horizontal tank traps are hard to pull off ever since the 64bit patch. Hate the fact that the "red" outline was removed and now if the object cannot be placed, it will just be invisible. Royally fu***d up... but still, double horizontal can deny suppression for a much longer time. As for the ambo, wasn't it "fixed" so that it no longer overlaps? I knew it was a "Feature" some time ago but wasn't it fixed in the update that also added medics to the brits (large medic update). Will try it. Thank you! In: COH2 Balance |
Thread: The problem with USF Rear Echelon Squads14 Mar 2022, 10:32 AM
USF isn't supposed to rely on RE.they are not meant to be an alternative to rifles. They are not supposed to be able to fight anything unsupported. Their job, as the name may hint towards, is to be in the rear. They are basically ostroppen teir that trade squad size (and thus combat power) with utility. They can do a lot of they have to, but none of it well. They are stop gap, reserve infantry not combat infantry. That would be true if pios were the same or CEs for that matter. Rear echelons have one early game utility... lay tank traps. Tank traps are useless vs MG42s because they are so weirdly modeled that the MG42 will always suppress in a burst or two any squad behind the line of tank traps (2+). They are decently useful to hold against pushes, as they are green cover, but besides that, useless (ok, harder to destroy than sandbags). They lay useless mines. Their only real useful utility are the caches (later on) and carrying zooks to deter P4 dives (even later, after BARs). Now I've done the tests and I found the following: Rear echelon behind green cover, solo pio charging over neutral cover: Pio wins with 2 models remaining, echelon retreats with 1 model. Only way to stop is to use muni for the volley. The test where Rifles charge pioneers behind green cover, over neutral terrain: Rifles win with 2 models remaining on average, pios retreat with 1 model. So on one hand, an engineer unit can charge another engineer unit and win easily, but a mainline unit doing the same thing to the engineer unit (pioneer) will win a Pyrrhic victory. You will bleed more than pios, and let the incoming grens/MG42 do the job easily. God forbid you play on a lane-y map where you can't flank and the MG42's wide arc can easily cover 2+ points. The first skirmish is echelon vs pio, pio wins. By the time your rifles come to the frontline, so does the MG42.... good luck. If you decide to wait for the rifles to join the echelons to have a 2v2, then you're in for a treat because on most 3v3+ maps you really need to take the long way around (grens come) to flank. Not to mention that you need to chase down an MG42 while pios are closing in and putting a hurt on you. Also did the following test. Pios vs rifles, pios come around the sight blocker (test done on beach Across the rheine, bushes around the neutral point below the hill). Rifles standing still in neutral cover, pios come from neutral cover and the whole skirmish is with both units in neutral cover... just to show the close range power of pios... pios retreated with 1 model, rifles with 2 models. 4 times in a row... 4 model pio put a hurt on 5 model 280 MP rifles close range, neutral cover. One thing I've learned from experience is: If you are fighting rifle + echelon vs pio + gren... And the pio is charging... Even if the grens are in red cover, focus the pios first. If they get close enough, both echelons and rifles will go down quickly. I know because it happened to me last game. Didn't even notice a pio charging, both rifles and echelon were behind yellow cover ( I was fighting on a different part of the map and I can easily press "1" and "T" in case of a rifle nade). Rifles and echelon were firing at the neutral cover gren, while pios literally mowed down both echelon and rifles to 1-2 models each, as they closed in point blank. Close in point blank with echelons and you'll have enough time to boil some tea before echelons kill anything Of course, as time goes by, you get the flamer to scale, at which point rifles lose until double BARs come (or win a Pyrrhic victory). Later on, there is no way for the pios to win in any way-shape or form against rifles, as expected. But the opening skirmishes in teamgames, OST is vastly superior to USF in 90% of scenarios. Heck, if I see that I have a spawn against OST on a lane-y map in my VP lane, I just ignore it and help my teammate 2v1 on the next closest lane. Not only are most green cover positions designed for 4 model squads, but the idea of rifles being short range specialists makes them useless in long range cover to cover skirmishes against grens and MG42. Only those long tanks/pick-up truck/sandbags green covers can actually fit a whole squad of 5 models (hence why volks have sandbags). Most green cover objects will deceive you and you'll get insta suppressed, or you'll lose that one model very quickly. That + the fact that tank traps are completely unreliable really shows why USF is seldom played in higher ranks and why you really need to put a lot more micro into your gameplay to win teamgames. Retarded map design coupled with rifles being only good on close range (exceptionally good, but so are pios/spios) So in the end, REs don't really have early game utility. They don't have late game utility in the form of mine planting. Their only real utility is the fact that they can carry double zooks, which can be used defensively against tank dives. And it's not like those zooks are free on them. It still costs 100 Muni and can often mean that you won't be able to plant doctrinal mines or use other abilities as much as you would want. If they had a 10 muni smoke that doesn't require teching, then all would be well, but they don't. They are not only useless early game, they are not very useful later on as well (let's be honest, how many times zooks penetrate on anything tougher than a flakpanzer, if they even hit). I know a lot about RE zooks as in 90% of games I play the heavy cavalry and I do have double Rear echelon in late game with 4 zooks (repair and anti dive). Trust me, if you plant mines with rifles, you won't have for the zooks, nor will you have if you decide to use WP from howitzers or nades/snares. Average muni income is 35/min in 3v3s on a good day... Good luck. In: COH2 Balance |
Thread: At the end the modding team didn’t balance the game.13 Mar 2022, 12:45 PM
Overall the balance is better. The QoL fixes have been great. Problem is that the factions have been watered down, given how 90% of balancing revolves around 1v1s. For some reason, the balance team wanted the most competitive e-sport balance there is, and thus nerfed a lot of "OP" stuff that the DLC factions relied upon in favor of reworking the "basic" stuff. So now you have Soviets and Wehr, which are the two most complete, well-rounded and strongest factions for 1v1s. USF depends on the early snowball a lot. Brits are a special kind of stupid. Encampments nerfed to the ground and buffs given to a lot of indirects to quickly deal with them (flame). OKW has a 300 MP starting unit that can wipe each other starting unit in 90% of scenarios but they lack an early MG (like the US) and have no mortar. For the existence of elite obers, the volks scale worse (and thus obers are terminators with MG34s and vet2). I definitely would have done some things differently, if it were up to me. However, given how the team did it for free (so they say) throughout the years, you can't really blame them. I would have liked more asymmetry in the game, and not the cookie-cutting, symmetrical 1v1 balance that has been going around throughout the last couple of years... but eh. It is what it is In: Lobby |
Thread: Top20 3xOST vs 3xUSF; AT vs Random, Rheine, 35min10 Mar 2022, 21:24 PM
This game could have gone either way at any point. Basically a 3v3 on a super lane-y map vs 3x OST that can bunker down easily. Enter sesame in the form of arty to keep shelling the back-rank. If the game continued for longer, we wouldn't be able to win I think. It would most definitely devolve into jackson spam + arty/pak howi spam. It was super important to hold the VP pressure throughout the game, otherwise we would have lost. Double elefant + Tiger + brummbar + long range grens. It would be impossible to stop that push. Thankfully, the VPs were in our favor. Extreme teamplay on the arranged team. Hard to probe flanks because the halftracks easily cover it by transporting. A couple of MGs to lock down the lanes. Funny how one MG42 can completely hold at least 3 points at each VP. Thank God the team was extra responsive and we managed to flank the MGs by drawing fire early on. Shoutout to the allies. The ping started off horribly, 2 sec delay between commands being issued and carried out by the server/game. Don't know why, but it stabilized around minute 15 and the ping was tolerable henceforth. Good game 35 minutes Across the Rheine Arranged team vs Randoms In: Replays |
Thread: The reality of top 200 players6 Mar 2022, 15:02 PM
A digital proof that ranks really do not matter. If anyone ever wants to give a counter argument to anyone saying that "ranks matter", just use this replay. And a criticism to the Top200 mentality surrounding winrates and stats. In: Replays |
Thread: What really grinds your gears in CoH2?6 Mar 2022, 00:24 AM
MG42 shooting beyond the arc. Full model retreat with .1% hp left Snipers that won't die when flanked point blank. Retarded maps in 3v3 In: COH2 Gameplay |
Thread: The problem with USF Rear Echelon Squads4 Mar 2022, 15:31 PM
Giving them 3 elite BARs would be a nice workaround to justify the 350/10 price. On one hand you get expensive firepower boost to medium range (waiting for the couch general that fell on head when he was little to come and say "ACTHUALLY TOMMIES HAVE GOOD MEDIUM RANGE PROFILE KHKH") and a little bit long range. On the other hand, it would be expensive AF and would constantly and consistently drop (like airborne paths double bars). I mean, the design of the officers themselves, being close range oriented, gives a want to be aggressive and snowball early. Basically only long range infantry USF has is doctrinal: Paths and paras (2 doctrines). Sure you have M1919 doctrines which do work nicely in 1v1s. Like you've said. Echelon BAR + M1919 is decent enough. Like all 1v1s, the amount of firepower is much lower than in teamgames. Your echelons won't be fired upon by 2 jaegers + 3 fussies + 2 grens, but pretty much (unless you've been getting owned) all engagements are mano-a-mano in terms of population. Rifle or two vs gren or two, etc. That's why in teamgames, armour/hp/targetSize/AOE matters more than in 1v1s. If you build a Sherman and your enemy has a P4, you can damn well be sure that at minute 16 you won't get flanked by some Panther from God knows where. The amount of information you can know and be sure of is much smaller than in 3v3s. Heck, last game I played (in replays) vs you and Tomy and a random guy that really hated that bridge in Hamburgers, there is a moment where I try to flank behind the bridge, because I saw the guy that was supposed to be in "my lane" retreat, only to literally surround myself with 4 fussies and spios from the ally. Hence why REs can be decent enough with M1919s in 1v1s, but not in 3v3s. How I would balance it out? Probably like you have said, revert some of the nerfs. Or straight up reduce the price/reinforce and call it a day. I mean, if today somebody would like to spam rear echelons with nades, 222s, flaks and just blobbing against it should do wonders. The rifle nades have a fuse so you can decently enough dodge it. All you would have to care about is the .50 cal locking the blob down. In: COH2 Balance |
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