As a person that plays 3v3 competitive USF only, I tend to hate OST far more than OKW.
Lots of high ranks usually tend to go pio into MG42 into sniper and just bleed me dry. Pios spot for MG42, sniper works from behind the MG42 and pio shares the profile with the rifles -> short range combat. So Rifles need to close in, and they'll be closing into the pio. Hence why there is a need for paths in those scenarios.
Of course, that wouldn't be a problem in 1v1s and 2v2s, but since one MG42 can lock down an entire area (eg Across the rheine beach) in most 3v3 maps, USF is often forced into building a mortar just for smoke... and USF mortar is a popcap eater in a nutshell. Low damage output, especially in late with grens having DMG reduction.
Another problem is the fact that grens fit much better behind most cover objects than 5+ man squads. Rifles tend to have one model outside of cover or at a poor angle compared to the MG arc. Often enough, even though Rifles will be behind green cover, they will get insta suppressed because of that one model.
Grens do have more concentration in each model, being a 4man squad. Meaning that one model in grens is "worth" more than one model drop in rifles or volks or cons. However, for that con, the pro is that they tend to fit extremely nice behind cover, same as 4man sections.
I've made a thread and tested out the echelons.
I've put echelons in green cover.
Pios can charge them across neutral cover. Get to the green cover (opposite the RE) and still win the engagement with 2-3 models alive. You'd have to spend muni to deny the pio charge.
USF is not weak per-say. Just extremely map dependent. For example, if you play USF on a map like steppes, where ALL engagements are long range, and cover is scarce, you can be sure that, unless you go for paths, you will be bleeding hard.
Heck, 3v3 Steppes: If you play OKW vs USF on the munition part of the map (neutral/red cover, no green cover, yellow cover scarce), you can build 2 kubels and just own USF. Or if you're OST, rush a 222 spam and dominate. You can lock down a game easily.
Shame that I don't have the replay, as it was a year or two ago. But I remember on Whiteball express that a vet0 RE flanked the MG42 in yellow cover and the MG42 crew managed to force a retreat. I mean, grens came to help, about 12 seconds later. But after 12 seconds of flanking/firing on a lone MG42 crew that was unresponsive, they didn't even come close to wiping it point blank (I know it's an extreme case of RNG but still), MG42 retreated with 2 models. If those were pios or spios or CEs or Royals, they would probably wipe and steal the MG (ok, maybe CEs wouldn't).
I think that the mod team should have reworked rangers a bit more, so that at least USF can doctrinally choose something else except paths for long range.
I think that Rangers should have had the following:
2 upgrades: 4xTommies or 2x M1919 (140 muni or so, locks 3rd weapon upgrade) -> close/long range weapon paths
Carbines are medium-long range
Utility: Nade + elite zook (3x max)
For the price of 350 MP and 10 pop, I'd say they would add long range flavour to other doctrines besides airborne/recon, which is sorely needed in larger modes with larger, long-range maps (where grens, volks, obers are much more dominant)
Heck, obers have much more utility and are stock (and tad more expensive).
Echelons should get a small buff either in utility or combat, to justify the 200 MP price. Sure they can carry zooks for late game but zooks are not free, and given how they can drop hard until vet3, you'll drop a lot of zooks.
That being said, I don't think USF is UP or OP. Just extremely map dependent and relies on snowballing with LVs the most.
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Post History of Protos Angelus
Thread: The problem with USF Rear Echelon Squads4 Mar 2022, 13:03 PM
In: COH2 Balance |
Thread: Top200 Hamburgers, 3v3, 32min vs T.R.3 Mar 2022, 20:56 PM
I hate this map. Shame there aren't more vetoes. T.R. + random VS random (me) + premade Map: Hamburger port 32min 3v3 Couple of mistakes here and there but the sheer amount of backpedaling and jumping back and forth on the map to watch both "fronts" is so cancerous on this map, with the Retarded cover placements, path blockers, sight blockers, shot blockers, etc. Really really retarded map. Also, fun to watch the OKW guy trying to destroy the bridge to make it even easier to aim the stuka In: Replays |
Thread: buff 251 AA HT OKW1 Mar 2022, 13:31 PM
My only real complaint about it is that for some reason it loses to the USF AAHT consistently (set up Flak HT vs USF one moving into range, even if you manually target the USF AAHT). Seems off. AAHT has better AT capabilities and is much more difficult to traverse (+ no smoke). On the other hand, it has worse AI capabilities and, as the OKW AAHT, needs to be static to fire (there is an invisible set up time to fire the cannon). For example, I've had situations where I've freshly reloaded the AAHT, and yet it wouldn't fire for 5+ seconds even though it was static. It's extremely buggy and unreliable. Heck, I've seen the AAHT kill the stolen AEC. That is, the enemy stole the allied AAHT, and the 2nd allied brit charged it with the AEC and it lost. In theory it can destroy a puma. Considering the head to head AAHT vs flak, it's variable. Most of the times, AAHT wins. I'd say in about 70% of duels. AAHT has an extremely long reload ( about 9 seconds ), compared to about 5.5 for the OKW AAHT. I'm not sure how many shots does the USF AAHT fire from the main cannon before it needs to reload but I do know this: USF AAHT vs: Puma -> full reload is not enough to kill it head to head unless all shots fired are in it's back (or extremely lucky accuracy for a static close range puma) OKW AAHT -> full reload is enough to kill it, however not all shots connect and you can miss quite a few + smoke Luchs -> Luchs wins easily 222 -> 222 can win if there is enough space to move. Toe to toe it will lose (unless extremely lucky misses occur). It will win easily if you catch the AAHT with low amount of ammo so that there is a need for a reload USF AAHT +/-: - USF AAHT is impossible to tell if it's completely static - USF AAHT is hard to target specific targets unless a handbrake is placed (for a 2 shot vehicle, not recommended) due to the infinite rotation "feature" - AAHT shoots out of it's ass, meaning you need to use the hotkey to move (induces micro especially if you're getting dived or flanked in teamgames) - Extremely long reload and low ammo capacity + Great AT and AI capabilities. Better AT and worse AI compared to OKW AAHT + Great AA capabilities once set up in AA mode + Quite good acceleration with veterancy. It's hard to maneuver it in combat, but to bugger the hell out, at vet3 it's speedy and becomes a 3 shot. It does not lose consistently to the USF AAHT moving into range to fire. A) The cannon range is shorter than the MG range. Meaning that you need to be closer than the visual aid shows (about 3 units closer) B) If OKW AAHT begins firing first, it will win most of the times. In: COH2 Balance |
Thread: 26 minute, top 50, 3v3 Lienne28 Feb 2022, 20:10 PM
A 3v3 on one of the worse maps, prayed not to get the spawn I got, still got it. Lienne blob. Wasn't really a top of the pops game, but could be worse I guess. Rank: Top 50 Map: Lienne forest Mode: 3v3 In: Replays |
Thread: Addressing the issue of ELO-hell.27 Feb 2022, 21:58 PM
You see Rosbone, last 3 days I had brilliant teammates and had a nice 11 game winning streak. Today I got 3 games of 10 minute afkers (after which they had ran around and left) and 2 games of horrible matchmaking. So 5 horrible games in the span of 7 hours. God giveth, God taketh away. In the end it all evens out. In: Lobby |
Thread: Has anyone noticed Grenadiers are really good?25 Feb 2022, 22:12 PM
I asked why the Ost MG42 is so OP, while they also have the best mortar, and an amazing AT gun. The response was "Because they have weak infantry, so they need better support weapons". This is a flat out lie. Last time I played as USF, LMG Grens were cutting my riflemen to pieces before they could force the God tier MG42 to retreat. They also have the best snare, best none doctrine LMG, and the best magic grenade that wipes retreating squads. The faction as a whole is overperforming. Grens are the best mainline unit.... mid to long range. If you can close in to grens without dropping 2 models (eg sight blockers, yellow cover, flanks...), rifles will wipe the floor with them. Problem is, most maps favor long range engagements and 90% of fights start at long range, meaning that grens can just sit behind an MG42 and camp it out. Best thing to do, if you're playing a large map against grens is to just buy a mortar and use it for smoke. Smoking out the MG42. In: COH2 Balance |
Thread: Addressing the issue of ELO-hell.21 Feb 2022, 15:47 PM
You seriously need to stop raging, it's bad for your health. You're playing 4v4: Population max: 800 Map size: Slightly bigger than 2v2s, definitely not proportionally bigger compared to population --> high pop density # of players: Fu**high # of cretins: Fuc*ton Micro intensity: Either extremely low or extremely high # of tactics/strategies: low Heck, last game I was playing against some top 50 players and was trading nicely, overall all 3 of us were doing well, having better territory control, etc. About 24? minutes in, the calm before the storm. 3x pgren terminators with G43s, A-move raketen (donated from okw player that got ra*ed by my team), 5 vet2/3 grens with LMGs, 2x pgrens with shrecks, 2x flakpanzer, panter, 2x werfer strikes and a brummbar all came rushing down on top fuel/cutoff of Winekkendonk ( I had bottom left spawn ). I lost almost everything. A massive 2v1 blob charge. Mines? Triggered by brummbar explosion or werfers. 2x G43 pgrens literally wiped a vet3 ranger in yellow crater in <2 seconds coming from the corner. Most people would rage and leave. I just watched how my team countered them and completely surrounded and 5 minutes later they surrendered. That is common in 3v3s. Overextending and getting trapped. The trick is to not rage and flame, because unless you're playing with newbies, if you're getting ra*ed by 2 guys, that means their 3rd guy is getting ra*ed by your teammates. You just need to keep playing..... In 4v4s, that extra one player on each side means that there is a greater probability that in such scenarios, they will just straight up leave if they lose a lot of units. In 3v3s, that's less common, people tend to play on. Moral of the story: Don't expect 4v4s to have 3 good teammates in randoms. One or two are possible, but all 3? Nah. I had 2 great random teammates in my last game and despite the losses, won. That sh** doesn't happen in 4v4s. Not only are mega wipes more common (lots more werfers and lefhs and stukas and katys), but having more players, the chances are higher than one of you will leave. In: Lobby |
Thread: Ettelbruck Carnage Vol.2 - Top20019 Feb 2022, 20:00 PM
Map: Ettelbruck Premade top 200 vs 2x premade + me Hate this map but can't help to admit that it's a most dynamic/chaotic map. Length: 30min30s In: Replays |
Thread: coh2 anomaly 18 Feb 2022, 23:16 PM
I've seen people use SU76 in 3v3s for that dual barrage/AT role. They even managed to get them to vet 2/3 with 0 kills. Funny thing was, once KT got on the field on winekkendonk, I saw them bounce 10-12 shots in a row altogether (3 su76s). I mean, they fired really quickly. All 3 of them were like an automatic rifle. Pew pew pew. Still, once heavy duty came, they were useless. Literally the tactic that completely killed soviet at that point was: KT + ober blob + 2x raketen A-move and soviet got pushed to the base. Su76 bounced 24/7 on KT, obers melted and raketen kept the soviet player investing micro to not get the vet3 su76 killed. If he had gone for a katyusha and an SU85 and just use ZiS for early-mid AT, we'd steamroll them. I think that SU76 is beyond useless ATM. On paper it "looks" good. Having a high ROF, but having no turret and being squishy, you really need to be careful with it. Not to mention it needs more shots to kill. All that with low penetration values (40% chance of KT pen), means that they don't scale well once heavy duty vehicles roll out. The barrage is mediocre on it. Not great, not terrible. On paper you'd think that having a high ROF would compensate for the lower penetration values... you are bound to penetrate sometime... truth it, the first couple of shots matter because those are the ones that come as a surprise. Once raketen set up to defend... nope. I'd hate to see it be made broken OP if barrage is mega buffed, but the unit could use a vet3 damage or penetration buff. That or a small barrage buff. However, I highly doubt any new patches will come through. In: COH2 Balance |
Thread: Addressing the issue of ELO-hell.17 Feb 2022, 12:03 PM
The levels of delusion in this thread... Maybe you're just not that good at the game? It's only an issue if you make it one by constantly blaming the matchmaking. I can't comment on 4v4 but in 2v2 elo hell is not a thing. Yes, it is tedious to get your rank out of the 4digits but it's reliably doable. Ranks are actually very accurate in 2v2 and 1v1 in my experience (with a few people being over- or underranked because they play during weird hours or do meme strats). +++ and apparently some people just straight up leave if the ranks are unfavorable in their team, so I guess someone cares too much In: COH2 Balance |
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