I hate Semois as every faction. There's no need to have such a harsh cut-off. A few mistakes and you're stuck in your base 'cos there's only one way out.
And yeah Stalingrad is no fun either.
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Post History of Bulgakov
Thread: Semois Summer and Stalingrad 5 Aug 2014, 15:13 PM
In: COH2 Gameplay |
Thread: Demolition5 Aug 2014, 15:10 PM
While I don't mind only the allies having it, I think the ability to lay them anywhere and everywhere should be reconsidered. Perhaps onlyon structures of some kind? It's a pretty esy way to get squad wipes :/ Perhaps if they weren't invisible? I understand mines being invisible, they're underground. But demo is on the surface. Ostheer AI mines have signposts, could a little black box be added to demo? And Katitof, there's that snide and snarky tone again. Why not just say "balance is assymetrical, some armies have units/abilities which others do not"? Why can't you just speak civilly to people here? Why are you so angered by every post you see that you have to reply in such a way? The guy asked a fair question, give a decent answer eh? In: COH2 Balance |
Thread: USF nerfed recently?5 Aug 2014, 13:04 PM
It might also be because of the nerfs to Soviets. Previously it was easier as a US player to get wins with a soviet partner who had a Katyusha. Now that's gone, the German late game has come back with its original strength. Also what Heini said is a good point. As time goes by, players on both sides adapt to the Meta, which makes it more difficult to win using standard/popular strats. In: COH2 Balance |
Thread: US able to let german units flee?5 Aug 2014, 13:01 PM
Really!? you had to create a thread for this? Read the unit descriptions man....... C'mon man, he just asked a question on gameplay. That's what the forums are for. Hey Frikadelle. If you didn't see any pamphlets, it's probably your Sturmoffizier. First ten times it happened to me, I thought it was a bug! In: COH2 Gameplay |
Thread: Retreat = Suicide5 Aug 2014, 08:08 AM
I don't dislike the retreat mechanics, but what I'm saying is that accuracy on the move should be much worse for units using long range weapons. Greeb has made some good points. He's not talking about units retreating through a flanking enemy. That should stay as it is. He's talking about long-range units chasing you after you've retreated and getting high damage on you anyway. I've noticed this especially with US rifles and Panzerfusiliers. After a face-to-face battle, one retreats and the other charges them down and can often get a squad wipe. And as someone else pointed out, the derpy behaviour of retreating units can also cause losses. In: COH2 Gameplay |
Thread: ISU1524 Aug 2014, 18:24 PM
Hey, I truly hate the ISU but here's some of the things I do to handle it (some of this has been said already in the thread) Best doc is probably fusiliers, then you have the option of a Jagd. But it's possible without. 1. Build a panther (I know it's not so simple) 2. WHen ISU comes, avoid the part of the map he is in. Pull back, go to the sides, stay out of his range where possible. This will: A- reduce squad wipes, B make him move his ISU further forward 3. Once the ISU is out of position and his guards are not so close, move your infantry in from behind. Fusiliers with G43 will help you sight it. 4. When the ISU turns around to target the infantry behind him, run in the panther (have the units in groups for easy control). The anther will be able to get close to circle strafe without taking a shot to the face. And his rear armour will be exposed. 4.5: when he turns back to face the panther, run your fusiliers in and throw as many AT nades as possible to get an engine crit. 5. When his guards come over to button, have a second group of inf (volks) come in with grenades. drop as many nades as possible on the guards. They will have to move and cancel button or get wiped. 6. A puma is a nice option here too, IF you can keep it alive with vet until this stage. If guards appear, keep it back in a defensive role until the inevitable ISU. 7. If you can also save up for an arty strike to drop at the same time, it could be useful. Use it if he's retreating backinto his own sector so the arty will drop on his ISU and support units. The smoke that follows will also help for a second assault 8. If you're not sure you can close in and get the kill, retreat and hold on for another vehicle. It'll be a while before he can repair, so get some mines down, cap the map back and prepare for another attack! Also, as someone pointed out, you may be making some mistakes early on if he's able to get out an ISU and keep all his support units. BUT that's not for sure. Take a look at your early game too to see if you can improve it and make the late-game easier. It can be a horrendous unit to fight, I wish you luck! In: OKW Strategies |
Thread: Clicking on mini-map / fuel cache4 Aug 2014, 18:12 PM
Thx for the reply! True. And I do like the feature of being able to cap on the mini map, it's another improvement from vCoH. It just feels like my mouse cursor gets suddenly fat on the mini map. Anyway, thanks for the suggestion of tactical map, I'll try it out. In: COH2 Bugs |
Thread: Finally a reason for Relic to Nerf that BS4 Aug 2014, 18:07 PM
Kubel *could* kill a sniper, I'd say it's more of a soft counter than a hard counter. Short range, not that fast, not so effective vs retreating snipers and paper in front of an M3. They should swap the M3 for the Kubel you could easily chase down snipers with an M3 if only the Kubel was defending. But snipers with an M3 behind them = no Kubelcounter :/ In: COH2 Balance |
Thread: Lack of arty options for OKW4 Aug 2014, 16:24 PM
I've got lots of experience, I'm higher ranked than you with Soviets and US in 2v2. As you said, in your own words - you have a learn2play issue. These are your words that you use instead of listening to people and making a fair reply. If you spoke to people here with decency, I'd answer your question like this: "You have a point, the OKW tends to lean to blobbing, which is hard to deal with even with MGs. However, the US also has this tendency. Both factions could use a tweak to make this happen less". But you don't. So I'll answer with the same words you use against everyone. "Learn to play, Germans aren't uebermenschen, stop whining, smiley face". If you ever stop, so will I. In: COH2 Balance |
Thread: Assault Infantry invade garrisoned building ability4 Aug 2014, 15:58 PM
Romeo's right but the one useful thing could be to stop the "Exit-Reenter" tactic, which basically nullifies grenades and can be annoying for factions without flamethrowers. If it happened, would have to be more expensive than nades but act as if the two units were in close proximity. So if it was shocks, the garrisoned guys would get destroyed, etc. In: COH2 Gameplay |
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Rewind 2v2: Bulgakov&Mr.Osa vs Sturm Pony & Sieg Pony m2by: Bulgakov map: Crossing in the Woods1-869
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Rewind 2v2: Bulgakov&Mr.Osa vs Sturm Pony & Sieg Pony m1by: Bulgakov map: Crossing in the Woods1-887
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