What are you on about guys, i love scouting ahead with my Bofors, pretty standard strat XD
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a single 340mp+90mu unit 1vs1 an MG - thats fine
a single unit runs straight at MG and throws a nuke-grenade at it - thats fine
But 4 bolstered, upgraded IS with grenades and with a doc ability take out an MG? - congrats balance team, well done.
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Not true. More often you hit a mine, get snares by hoorah cons and then satchels are used to deal a lot of damage to finish off a tank when ther is no ZiS is su85 around. It gives edge to Soviets.
It gives them edge over what? other AT squads that can simply finish off a snared tank using their handheld AT weapons without having to run up next to it nad spend munitions to finish it off?
Tanks can't really ram penals - they can other snare squads. Other snares won't crit damage your tank when it if full health. Satchels will alway crit damage it.
Thats the whole point of AT Satchel, PTRS don't have the 240hp alpha strike like Schrecks do, they deal damage over time, satchels are there so you can't push Penals around with minimal consequences.
Seriously people if you don't go into melee range with AT penals satchels won't hurt you, |
sure COH2 is so easy and the SC2 and WC3 are so difficult.
Tell me how many RNG elements do u have in SC2 ?
Whats RNG got to do with skill or difficulty? If anything games without RNG are more skillfull, because their outcome is decided by skil only, without RNG influence.
These typical asien click sports... the fact that u even try to compare them is just wrong.
Yeah, comparing an RTS to an RTS, what a crazy idea XD
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allied have by far better off map to destroy or force retreat of support weapons. And they have also howitzer and rocket arty... and heavy tanks...
Yeah man, I agree, I just wish that axis faction could have howitzers, or STOCK rocket artillery, with excellent accuracy, something to wipe allied team weapons with. And maybe some off-maps to go with it, like an officer unit that can drop artillery strikes, or one big bomg dropped from plane, I dunno.
Yes they can... not frontaly but from behind. But u i think its to much for the average USF player to "go around" and circle the Tank. I know its defficult when u just A- Move all your blobbs.
With all the bitching about IS2/ISU152 I guess that "just going around" is a pretty hard concept for axis players as well. |
I have a different question, what does "playing the game properly" mean? |
H E R E S Y
Nvm, forgot its in soviet airborne, I heard thats pretty good in 1s. 2/3 of doctrines are mediocre then.
Point stands though, Dushka is great, doesn't needy any changes.
The only "problem" i think it has is that it's not really worth a full commander slot, not when you can have Shocks, or Guards instead and steal an MG42 later on if you need it.
I never play 1vs1 though, so my POV is different. |
Dshka is amazing, it just sits in otherwise mediocre doctrines. |
Hello CODGUY.
Yes, I agree that Pgrens with Shrecks being able to barely hold their own vs combat engineers and unvetted Rear Echelons is indeed too much AI. With 2 X Pgren with shrecks, one would be able to defeat a Conscript squad or even a Riflemen squad! Truly unimaginably OP that after a Pgren squad with shrecks loses a whopping ONE model, they're still left with an astounding 25% of the original firepower of a Pgren squad.
Hello coh2.org Wehraboo #1337.
Apparently 12 weeks was enough for you to only read half a sentence, but thats fine, you'll get there someday.
A single pgren model has 9,2 DPS at range 15, so yeah, plenty.
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Sorry Vip but the boys are right, tacking on spaghetti code isn't a way to solve problems, it just creates more of them, especially since the problem is the mouse-keyboard connector.
What if the CQB unit picks up an LMG or an AT weapon? Will it now run up to a tank instead of firing at it at max range when attack-moving? How about units which change weapons? Paras? Rangers? Penals? Airborne Guards? That just creates more problems because you can't be bothered to properly micro your units.
Here's how you do it: Move your CQB unit next to enemy unit, stop-command it when you feel it's around range 10, there, done, practice that a few times and you won't need special a-move.
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