Good to see that you're as annoying on the forums now as you were vulgar ingame a year ago.
i don't want to play USF if it means losing every game that goes over the 15 minute mark, that's a load of horsey bullcraperinos
It's near impossible to scrape together 11CPs by the 15 minute mark. Not exaggerating would help your case.
YEAH WELL TIGERS CAN MOVE BACKWARDS JUST AS FAST AS ANY EASY-8 CAN MOVE FORWARD
Flat out incorrect. And if I'm not mistaken, a vet 2 EZ8 should move faster than a Tiger with Blitz, as well (7.32 vs 7.05m/s). I can't verify this ingame at the moment though.
and stop telling me to flank with jackons, tiger kills jacksons in 3 hits
Jacksons are more for kiting than flanking- ideally, you shouldn't take a single hit assuming you don't just charge in. The difficult bit, I think, is 1. Getting vet 1 to begin laying down reliable damage at range, and 2. The difficulty of securing the kill (blitz backwards into pak cover sometimes with smoke)- which is where the P47 comes in very handy. That being said, it isn't easy as the USF player if you allow the Ostheer to set up a pak wall w/ LMGs and the Tiger, but with the early game dominance of the USF you shouldn't let that happen at all in the first place. |
Looks like MajorOwnage is back |
I missed it.
That does indeed suck :/
Can this be obtained via war spoils?
If various online discussions are anything to go by, the answer should be yes.
Example: http://steamcommunity.com/app/231430/discussions/0/540744936932580570/
Edit- And verified by Spam-Reek as well. Now you just have to wait a couple hundred hours for four duplicates of CAS to drop all in a row |
I think the best (and only true, for that matter) infantry-support commander ingame, for ostheer or otherwise, is Close Air Support. you don't get the fancy camouflage, or g43s, or sprint, or even any unique elite infantry, but you get all the munitions you need to spam out all the LMGs, Shrecks, Tellers, rifle-nades, bunkers, you could ever want, and offmaps every 30 seconds for any situation you need.
Being allowed to go all-out on upgrades and abilities that you'd have to carefully 'ration' munitions for with other doctrines is more than enough to make up for any lack of direct infantry-influencing items in the doctrine, and all the strikes synergize really well with the infantry-heavy army composition. It's probably the single most fun doctrine in the game at the moment, I find, and possibly the doctrine that offers the most unique playstyle currently.
Of course, if you missed the Make Love Not War event, then hard luck. Relic should really put the doctrine, and Advanced Warfare, up for sale at some point. |
I can imagine there would be a bunch of broken things you could do with it- anyone fancy s-mining conscripts coming in to AT nade? driving round to the bridge of semois and mining off the bridge to nail every retreating squad? driving into the enemy base and putting s-mines around the HQ? |
Ive had mines explode on my engineers the moment they are completed, killing the squad with no enemies nearby
I have seen this a long time ago, unfortunately I don't have a video for proof, but I have lost my own engineer squad due to mine explosion right after they have done placing it. There was no fire fight nearby and I was placing it behind my lines.
Apparently the crawling, wounded enemy soldiers (the sort you interrogate using the G43 package as ostheer) will detonate completed mines, so if you finish a mine on top of them, not only can the enemy see you placed a mine, it will instantly detonate and kill your squad. Just another thing to deal with when you decide to place mines. |
I can say from experience it doesn't. I know this because once I spammed Tank Traps on Ettelbruck thinking I'd just be able to drive through them later. I was wrong, I restricted the enemy's movement but also sealed his flanks from myself.
yup just tried it. It's pretty stupid not to have it considering it has an actual plow and no other american unit has it. It has far more right to have it then the panther.
No tank can crush tank traps in COH2. This goes for the KT, JT, IS2, all the other tanks that could crush tank traps in COH1, and the Bulldozer.
Heavy crush involves being able to drive over hedges like those found the centre of Langreskaya. The aforementioned tanks, and the bulldozer, can drive over these hedges. |
Thread: Demos31 Dec 2014, 01:26 AM
damn you, for tryin to take my anti blobberio counters
The problem with most 'antiblob counters' in the game, I think, is that they do alright vs blobs but really excel against single squads at the same time. Like the old KV8, for example- good blob smasher, but where the real issue was was the ability to eviscerate any lone capping squad, on retreat or otherwise.
Even worse, take the Greyhound. The canister is nominally an anti-blob weapon, but what ends up happening is that it roves around the map and obliterates any squad on its own- meaning that the only way to prevent that is to loosely blob up and do enough damage to destroy the M8 before it gets close. It's counterproductive and in a way, forces you to blob up to counter it.
Same with demos- good against blobs, near guaranteed kill on solo squads. 120mm, good vs blobs, randomly wipes single squads anyway. Tiger, good vs blobs, oneshots squads at the same time. B4, good against blobs, good against solo squads, good vs tanks, good vs everything really |
Thread: Demos31 Dec 2014, 01:12 AM
There's simply too many squad wipe buttons in this game. I mean, a 50 muni demo pretty much turned the entire game.
Demo charges are 90 munitions.
Can't wait for people to jump in and start justifying their squadwipe button with "Oh it costs a bunch of munitions, I deserve to kill entire squads in a massive radius."
The problem is, once the game reaches a certain point, it becomes near impossible to trade effectively with vetted axis (OKW) squads with any kind of allied infantry. so you end up with stuff like the 120mm mortar, b4, katyusha, demo charges, absolutely necessary- which is not fun for the allied player (click and kill, how enjoyable is that) and frustrating for the axis (RNG and uncounterable squadwipes). cutting down on a faction crutch like the demo charge would probably allow for other buffs in other aspects, which would- in theory- make the game more entertaining for all involved. |
Just tested a Hull Down a little using cheatcommands mod.
You can't use Hull Down on a light vehicle, which is a damn shame. So no hull-down for 222s, 251s, or Panzerwerfers for reduced reload.
Panthers with Hull Down lost to an IS2 3 out of 3 times, both at ~30 range. That doesn't include circling, or simply closing the gap on the immobile panther to increase penetration, and conversely doesn't include the fact that the panther has 60+ range in hull down. Naturally, armor battles are very RNG dependant, so take this one with a grain of salt.
Hull Down takes 16 seconds, which is fairly long. This would be acceptable if you could have multiple units carry it out to make it faster, but only one unit at a time can conduct Hull Down.
You can't Hull Down your ally's tank. So no King Tigers or OKW Panthers.
Hull Down Tiger Ace or vet 3 Stug have a pretty hilarious rate of fire. But you can't hull down your ally as mentioned nor would you want to fix down a turretless vehicle.
In conclusion: I don't think it's a very good ability. |