So your troubles start at 2 CP or with the rushed 250/1 halftrack? I think this is exactly where a replay would help as i do not know how you start your games and how you play your options.
If you do T1 openings you should focus on the M3A1 Halftrack use it to scout enemy HMGs (50 sight range) kite enemy infantry and self repair it with flamer engineers that improve its short range damage against single squads that you can easily rush as a single panzerfaust and a bit of small arms fire cannot destroy it.
When light armored vehicles show up you migth want to invest in AT options like ptrs-penals (1 squad max), Guards (favoured on open maps), Conscript RPG-43 grenades or the Ptrs package maybe an AT gun against OKW flakhalftrack or after T2 starts.
As a general trend if you always invest more ressources then your enemy and you cannot get anything done with them (for example counter Stormtroopers with shocktroops then you will be starved at some point and might get suprised by earlier tanks or higher tech).
I would always focus on fighting asymetrical if you have troubles using similar units and ligth counters. If your opponent invests in Stormtroopers you should hunt them with light vehicles as they lack snares or AT-Options. And if you ever fail in the early game you can use the midgame to build your advantage especially if you have troubles fighting a 250/1 and some Stormtroopers.
Profile of BeastHunter
Post History of BeastHunter
Thread: Soviets and German Infantry16 Dec 2018, 15:45 PM
In: COH2 Gameplay |
Thread: Soviets and German Infantry16 Dec 2018, 14:09 PM
I think a replay might be more useful to see where you went wrong. The Panzer IV usually arrives later then the T-34 or has less support behind it (incase you are describing a t2 skip with a 250/1 build from the HQ). The SU-76 and the Stug (III) G are in different tiers the SU-76 has a range advantage (60 to 50) can spot for itself with vet1 and detect cloaked units nearby but has lower damage (120 at vet0 compared to 160 at vet0) and lower HP (400 - 640) if you use the SU-76 barrage aswell you also have a nice tools vs teamweapons or clumped infantry squads. With this perks the SU-76 usually can do pretty well as a ZiS-3 replacement if you went T1 and don't want to backtech but hence it is fragile and needs spotters to use the range advantage vs Panthers or Stugs you should support it with Conscripts, Penals or Guards. The T-34 usually gets quite a lot done if it doesn't have to fight the Panzer IV head-on and gets a little Anti-Tank support like ptrs fire, snare s or AT-guns. If your enemy is skipping the T2 as Ostheer you should always abuse the lack of AT options and fight with you M3A1 that can only be killed by snares or mines (mines get swept, snares kited) or the bigger brother the M5 either as Giant Clowncar with 2 flamers or as Meatgrinder with the Quadmount upgrade (usually goes down to 2 atgun shots now can withstand 3 fausts and still survive). If you want to invest in the T70 you should try to get some better AT-Options so you can fight off or scare Ostwinds or Panzer IVs best way would be backteching to t2 if you cannot get amazing mapcontrol with it. In: COH2 Gameplay |
Thread: Patch now targeted for either December 11th or 12th release9 Dec 2018, 13:47 PM
There should be a final version of the patchnotes, when the patch goes live. Do you know whether the patch will contain parts of the USF tech revamp aswell or if it focuses only on the commander revamp? In: Lobby |
Thread: Why Soviets can´t build bunkers?8 Dec 2018, 14:48 PM
I would like if Soviets could build bunkers. Why do you compare the bunker to the Soviet halftracks? I guess you do not mean the m3a1 but the upgraded meatgrinder as it is an supressionplatform? if that is the case then you should know that the m5 is quite good against OST light vehicles as the meatgrinder does pen them quite reliable and should win against single 222s (251s anyway) with ease. The m5 halftrack is a pretty fast vehicle that can hunt down and close in on squads to maximise the dps. If you want an equivalent to the axis binker you should build sandbag positions and place maxims behind it it is obviously more expensive mp and popcap wise but it can reposition and react to new targets and therefore is harder to flank. I wouldn't recommend letting dushkas idle in defensive positions as they are more expensive and have pretty good offensive capabilities but a small cone of fire. In: COH2 Balance |
Thread: The dark truth about 4v4. 8 Dec 2018, 00:46 AM
I think especially USF with the Priest to turn the Lategame artillery fights into allied favour and allies in general usually have a better time adapting to axis gameplay as the single tech choices and lategame units are sometimes cheaper (t34 vs p4 or jackson vs panther or katy vs stuka) and can be used in a efficient manner if needed. I jsut think that the game usually gets won by either side easily by the 25 minute mark as you might get close to the popcap and if you didn't lose much you can make pretty strong coordinated pushes that take out many enemy units. In: COH2 Balance |
Thread: The dark truth about 4v4. 7 Dec 2018, 23:29 PM
Many maps have the same amount of ressource points with somewhat larger areas (5 standard 1 fuel and 1 ammo per side) with some exceptions but the ressourcegain can be boosted pretty easily especially on maps where certain areas are hard to attack without light vehicles as retreat paths take quite some time (General Mud is a good example). In: COH2 Balance |
Thread: The dark truth about 4v4. 7 Dec 2018, 18:36 PM
Shock units do work wonders. They might be harder play and easier to counter but if you can push just a bit farther then your half of map: you and your team will get alot of ressources and way more value as you can push on more fronts with your fuel or ammunition advantage. In: COH2 Balance |
Thread: The dark truth about 4v4. 7 Dec 2018, 12:17 PM
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. In: COH2 Balance |
Thread: Arty is utterly broken6 Dec 2018, 03:54 AM
The Soviet Mechanized Support Tactics is also a commander that offers recon and the offmap beside guards atgun camouflage and the ISU-152. It might be a bit harder to pull of but marking vehicles near the frontline where the artypiece is located will usually force it off when you can get a few shots in and the marking plane will usually reveal the LeFH and you can deliver your fab-50 bombs. In: COH2 Balance |
Thread: WEHR Elite Infantry (Storm´s)27 Nov 2018, 15:06 PM
They perform quite good if you float ammunition and only play them with the stg44 upgrade and use their camouflage and bundle grenade combo. they are also great at wiping other infantry units on retreat with the sprint and tactical assault combo. I would recommend testing them in the upcoming Commander Revamp Mod : https://www.coh2.org/topic/82176/feedback-for-commander-revamppatch as they get changed quite a bit and do work a bit more like commandos with better camouflage and better short range while not costing that much ammo to spawn, upgrade and utilize throughout the match. In: COH2 Balance |
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