Hello,
I am myself not very good at the game, so i would recommend waiting for better advice, but i will try anyway
From what i noticed, dealing damage to vehicles gives more veterancy than dealing damage to infantry, so use that to your advantage if you can (but don't focus too much on it, veterancy will come at one point anyway)
In my opinion, veterancy is very important (keep in mind i'm not that good)
I'd say trying to kill a vet 2/3 unit with a non-vetted/vet1 one is dangerous if the units are supposed to be similar in effiency (unupgraded cons/grens for example)
On the other hand, a vet1 unit isn't that much more dangerous in a direct fight, because most of the time vet1 gives an ability and not a direct stat bonus
Keep in mind the ability can still be a danger (spamming tripwire flares with cons everywhere can be very effective but only works for vet1 conscripts, and if your ennemy walks in them)
I would say learning them isn't important, but again i'm not really a good player so don't trust me.
I'd say some are still important to know, mostly for yourself.
For example, engineers get neat veterancy bonuses, like more repair speed (at vet 2 for most i think) and don't take additional damage while repairing (vet 3 for most?)
Again, this is all coming from a noob so i would recommend waiting for more experienced/informed players to answer
No worries, thank you for your reply cyre77. Any advice is welcome, so I appreciate it. |
MG: Reposition it each time its location has been revealed, especially if it's unsupported and open to getting flanked. A good player doesn't walk into the same MG position twice.
Mortar: Keep it as close to the frontline as you can get away with and its value goes up allot cause of reduced scatter. Besides that, use smoke barrages constantly, it's tactically very useful against team weapons (much more so than normal rounds). HE barrage should be reserved against unmoveable targets or units in the fog of war, otherwise it's better to keep it on autofire in my experience. You want consistent damage with a mortar to win fights, not try to go for wipes.
AT guns:
- Don't attack move further than your own frontline or before you know it your AT guns will be walking into enemy territory once no vehicles are in sight anymore.
- You want 2 AT guns once medium tanks start arriving, if you can afford it. You go from needing 4 volleys to kill a medium to needing 2 volleys.
- If a single AT gun gets flanked by a vehicle, you want to be reversing while rotating instead of just rotating, it's faster and less predictable.
- If 2 grouped AT guns get flanked by a vehicle, you want to move your AT guns apart from each other so the enemy vehicle gets shot by one of your AT guns while trying to kill the other.
- I find multiple AT guns work best if they're all facing the same direction instead of each covering a different direction. However, they should be seperated slightly if you suspect rocket artillery or powerful off-maps like fragmentation run or cluster bombs.
- Ideally you want to keep your AT guns close to your vehicles, especially if the vehicles provide sight like a T70 or 222. AT guns shouldn't be acting on their own, but act as force multipliers for your vehicles. The best way to improve AT gun coordination is to play 1v1/2v2 Soviets and going T70 with double ZiS gun. The T70 is vulnerable without the ZiS guns and the ZiS guns are vulnerable without the T70, but together they're almost unstoppable, even against something like a P4.
- Use the abilities on your AT guns frequently, they're all very good. Especially TWP for the Pak40, Barrage for the ZiS-3 and Take Aim and Sabot rounds for the M-1, but the others also.
So I know units that have camo have the hold fire ability for recon, ambushes, and other crafty plays. I know that vehicles have hold fire essentially to retreat and disappear ASAP in FoW from AT guns, TDs, and planes. Why exactly do AT guns have the hold fire ability? What is its purpose and effective use, if any? |
Hello,
Are there any tips you can give concerning making effective use of vehicles?
Often times I feel like I do not use them enough, they don't kill as much, don't vet up, etc.
If there are AT guns or other forms of AT, what mindset should I be in to make good use of my tank? Should I let it get it hit to get a shot off and do damage, or should I avoid the area altogether with my vehicle?
Thanks, |
Title |
This is just my personal take on control groups. I use them for the key units in each game stage. For example when playing Wehr I will assign my MG to "2" early on. If I play a sniper it's "1" throughout the entire game. My Paks are always on "3". Once I get my first light vehicle the MG gets overwritten and the Vehicle becomes "2". Indirect Fire is on "4". Engineers are on "5" just to make selecting them for repairs late gmae less annoying. Once again I don't really feel qualified to comment on what the best use of ctrl groups is but I'm fairly certain they should be used in some way or another.
I use tab extensively. Imagine having two rifles selected and you suspect theres an mg in front of them in the FOW. Now you press tab once and right click to one side of teh suspected MG posistion and tab again and right click to the other side of it. That's just one example of its applications. Basically it allows you to jsut select a blob of units send it out of base as a whole and then rifle through them and give them precise orders while they're exiting. This can be done very smoothly and efficiently.
Btw can you link your stat page? It'd be interesting to see how many games you've played. As I said 90% of imrpovement is done by practicing. There's really no magic to it. Ofc not everyone who plays a lot becomes good but everyone who becomes good has played a lot.
Yeah
https://www.coh2.org/ladders/playercard/steamid/76561198035703937 |
Ohh you've opened pandoras box now
1. Theoretical knowledge (no need for exact stats but exavtly the kind of info youre inquiring about), good basis for improvement but only a minor paet of being good at the game
2. Intuition (what feels right to you ingame needs to actually be the right thing to do), by far the biggest part of being good at the game, can only be improved by practicing, coh2 is extremely reactive so situations almost never repeat, thats why you need to be able to analyze a given situation and react accordingly on the spot with very limited time, theres no concious decision making process most of the time so you can't improve this by watching replays
3. Mechanical execution
Goes hand in hand with 2. Use as many hptkeys as possible (use autohotkey if needed), use tactical map, ideally use control groups (but not too many)
To answer your question: you get good by practicing for the most part, but you also wanna mix in some reflection about the way you're playing (watching replays of your own or others, watching streams, learning about stats, thinking about and memorizing build orders etc.)
I use the tactical map, watch streams, I used to memorize build orders (now more flexible and adapting to what my opponent builds), but control groups? I have barely ever used control groups in all the times I played CoH2. Any tips for making effective use of this? Also, I know you can use tab to cycle through selected units, but does anyone actually use this? I barely do. I will say, I do not take the time to reflect too much. That is probably one of my biggest problems in trying to improve at this game. Thank you for such a good response. |
Bolstered Sections are already really good without slot weapons, they'Il reliably beat STG Volks and LMG Grens at the right range, especially if you're making use of their sandbags and keep them healed up.
The Bren is also more of a sidegrade than an all-around upgrade. USF's BAR increases dps at all ranges and can fire on the move, OKW's STG increases dps at all ranges and can fire on the move, OST's LMG42 is stronger compared to a single Bren and Grenadiers need them to compete because they can't bolster like Sections.
You trade 45 munitions, a slight decrease in short range dps, one less weapon that can fire on the move and reduced mobility (LMGs take more timing reaiming) for a moderate increase in mid and far dps. Bolstered Bren Sections can be really strong, but it's not necessary to win infantry engagements nor always the best choice.
Medic Truck saves you a lot of munitions you don't have to use for med crates, allowing you to get weapon upgrades earlier and place more mines. It also gives you the Flak Truck, UHU and LeiG which are all decent in their own right. It also costs a bit less fuel than Mechanized.
Mechanized gives the Puma - probably the best light vehicle in the game - which makes Mechanized worth it by itself. Stuka Rocket arty is very strong in team games as an 'easy' way to get wipes and displace team weapons, not so much in 1v1. Luchs is also good. If you're playing team games and your teammate happens to be Ostheer, I'd always go Mechanized while he makes a medic bunker for you.
Damn, I am reading all your replies on the other posts I made. I feel like I have played this game a lot (especially 1v1s), yet I still did not figure out a lot of these things you said. You appear very knowledgeable about a ton of different concepts of the game.
I guess my final two questions for now are, how do you recommend a player continually improve their play? Are there any resources you highly recommend? For example, watching your own replays, spectating, watching commentated games online, streams, websites, tools, etc. |
As you said, it depends alot on the situation/ matchup and also game mode.
In 1v1 you should NEVER build a cache unless youre floating huge amounts of manpower and/or are popcapped.
Generally speaking a additional mg or infantry squad is what you want when you are already ahead to keep up the pressure.
Basically the same in 2v2 but you could make a argument for an early fuel cache to speed up your first tank but usually id advice to field more troops.
I guess in 3v3/4v4 a fuel or muni cache is the correct choice but dont quote me on that, i dont play those modes alot.
Keep in mind to spend you manpower to counter your opponents composition and playstyle, against a more campy player you might want a mortar/sniper instead of more mgs/infantry for example.
I see, so generally fielding more troops to counter your opponent or put more pressure is the best use of extra MP, or saving more MP than your opponent through winning engagements, in smaller team games? |
Not at all
My mistake.
I thought when I went in game and selected a team weapon crew, you could hover over the little white bar for the equipment health under the units portrait in the bottom left to see text saying that the equipment health affected how much damage the unit took (increasingly the likelihood it would die or something along those lines). Now that I went to double check, it is actually just talking about the units health overall, not the equipment. |
For most small arms it's correct, on this site you can check cover modifiers for any weapon: https://coh2.serealia.ca/
Yellow and green cover get negated within 10 range, but NOT garrison cover.
It's important to note that 'negated' cover at close range will turn into neutral cover and not just stop existing. So if opponent made a sandbag made on a red cover road, he won't suddenly be getting a red cover penalty once you've closed in on the opposite side.
Tank shells against infantry mostly rely on scatter, not on accuracy, so it won't help much.
Infantry models have a target size around 1, while vehicles have a target size between 15 and 26. This target size gets multiplied with the accuracy value of a gun at a certain range. Because tanks have low accuracy compared to small arms, they only have around 2 to 8% chance to directly snipe a model (if it doesn't, it becomes a scatter shot). With yellow cover you'd reduce this small snipe chance by halve.
You could make a case for using yellow cover against vehicles with shitty AoE that rely on sniping to kill models. Think of the Puma, AEC, Stug and similar AT vehicles.
Let's say each model does 16 damage and has 80 hp:
- You have 1 model that does 16 damage and has 80/0.5 = 160 effective hp cause of yellow cover.
- Opponent has 2 models that do 2x16 = 32 damage and has has 2x80 = 160 hp.
You're still at a disadvantage cause your opponent can dish out more damage. However, while you might not be able to win, you might be able to drop one of his models before you have to retreat with some luck.
Very interesting. I haven't seen that link before. I tried figuring out using the interface. If I am using this correctly, it looks like conscripts essentially lose to grenadiers at volks at all ranges, penals and riflemen have to be closer out DPS grens/voks, and does the DPS for infantry sections account for the cover bonus they get for increased damage? I guess the cover modifier is how much DPS that unit can do to a unit in whatever cover you choose? Please let me know if I am wrong on how I am reading this.
Okay, I usually try to do the whole "kill at least one model before retreating" thing behind green cover, but not typically with yellow cover. Thank you for breaking that down for me. |