Featuring an IS2 that just wouldn't die, the shortest-lived Tiger and Mortar Halftrack in the army, KV8s vs Panzer 4s, and teller mines that saved my behind several times.
Also includes MG42s putting in stellar service vs Shocks.
GGWP to Draupner.
Profile of Strummingbird
Post History of Strummingbird
Thread: KV8s, IS2 vs Tigers + Tellers19 Sep 2013, 14:12 PM
In: Replays |
Thread: Very few cost effective counters to upgraded Grens18 Sep 2013, 14:52 PM
I swear if he one more time says that its "only 240MP", deliberately omitting the Muni cost, Ill kill a kitten. Interestingly, the cost adjustments of Shocks allow for rudimentary mp to muni ratios. The Shock PPSH upgrade was 60 munitions, and was dropped for a 80 manpower (used to be 120) increase in cost. Hence if every 1 mp is worth 1.33 munitions, Grenadiers with LMGs are worth ~320MP. Naturally this isn't entirely accurate- munitions have different value to different factions at different stages of the game. Imo, its Penals that should fill that "diversity". Well, why not give players the choice by allowing both? T1+Penals+flamethrowers or conscripts with PPSHs- diversity is always good unless it messes up balance. As I pointed out earlier, LMGs are the only "perk" Grens have vs Cons, in the absence of native Merge and Oorah. Without LMGs, Grens are, "worse" than Cons, in terms of that diversity you specifically raising as a basis for change. Think about it this way- Volks were directly inferior to Riflemen in just about all situations, but wehr T1 wasn't underpowered vs rifle play because of the support it offered to the Volks in the MG/Sniper/Bike. I'm not saying that Grenadiers should be directly inferior to the Conscript because Ostheer T1 offers other units while Soviets have to wait till later in the game for crewed weapons - but just because the Conscript would be inherently better than the Grenadier if the PPSH was an option doesn't mean an automatic imbalance, as long as overall faction balance remains. In: COH2 Balance |
Thread: Very few cost effective counters to upgraded Grens18 Sep 2013, 14:18 PM
Giving Cons a PPSH, as seems to be the deeply buried and almost unrecognisable "suggestion" that you try to justify by crying "LMG IS TOO GOOD I WANT IT TOO ON CONS", is not the answer. I don't think it's a matter of 'Wehr has a way to scale Grenadiers into the lategame so the Soviets should as well, just because'. Honestly I think (and I've heard people comment) that PPSHs, or some non-doctrinal upgrade for a fuel cost, would make the game more diverse, much how like BARs gave US players a choice of how they'd spend their fuel, and gave the COH1 Wehr the opportunity to react and capitalize on the lack of US vehicles. Naturally it wouldn't be as simple as giving conscripts the PPSHs as they are now- the entire upgrade would need balancing cost-wise and DPS-wise, but if it's done properly it should genuinely improve the current 'fuel used for vehicles only' style of gameplay. Reducing the DPS on LMGs wouldn't really help- infantry DPS with rifles is already rather poor, and flanking grenadiers already take ages to dispose of weapon crews without the LMG. In: COH2 Balance |
Thread: Do you tryed this?18 Sep 2013, 09:05 AM
I tried this on the south side- didn't work. What I think happened- he nearly capped one of the points, then shifted over to the other point with some of men in the squad, which starts capping the other point. In the meantime the initial point ticks down to neutral, and when the initial point is half ticked down and the second point is half captured he took a screenshot. In: Scrap Yard |
Thread: Grenades16 Sep 2013, 08:11 AM
Does anyone know if molotovs have "blast" or if it's all burn DOT damage? It's 10 hitpoints of damage instantly and 7 hp/second from then on. Flames have a 10% chance to crit and instantly kill as well- I'm not sure if it's 10% per second standing in the molotov's flame though. In: COH2 Gameplay |
Thread: engineer mining bug?15 Sep 2013, 10:18 AM
If your opponent catches you planting a mine, rifle grenades from behind hedges tend to be a quick way of disposing of the mine and the engineer. I've killed a couple engineer squads that way. In a blizzard the nade is pretty hard to spot- perhaps that was the cause? In: COH2 Bugs |
Thread: T-34/85s vs P4s + Stugs13 Sep 2013, 08:47 AM
A combination a retreat bugs and a very aggressive opponent decimated my army. Eventually managed to pull it together, with a vet 3 panzer 4 together with other assorted armor saving me from waves of T34-85s and a vet 3 MG42 from waves of Soviet infantry. GG to rubbers, was a close match. In: Replays |
Thread: Theorycraft- SSSSS in CoH2?12 Sep 2013, 18:15 PM
One of the unique features of the Schwimmwagen/Sniper-Sniper-Sniper-Sniper-Sniper strategy mastered by BartonPL was the early tank-traps dotted around chokepoints to keep away the Jeep, while draining manpower at no cost. In Coh2 though, the tank-trap itself isn't present- or is it? As far as I know, the ghost-sandbag bug allows Conscripts to spam large numbers of invincible roadblocks, impassable to light vehicles. Snipers are significantly more expensive, admittedly, and garrisoned buildings provide more protection, and the zis comes from an inconvenient tier, and the early game feels more compressed compared to COH1, but the germans can't countersnipe without the vet 1 ability, soviet snipers can sprint ad infinitum and guards/AT nades could make up for the lack of an easily accessible AT gun. I'd imagine a build inspired by the original sniper spam to be- engineer, a conscript or two to start building incomplete sandbags along the roads (say, on the semois streets), T1, then snipers from there on. Throw in molotovs and guards where necessary, then SU85s for the late-game AT. Naturally my own sniper micro is far too poor to attempt anything of the sort, but perhaps someone more skilled than I could make it work? Note- I don't support the use of bugs- this is just a non-serious idea I had. In: Strategy Desk |
Thread: MG42 Post Patch12 Sep 2013, 12:42 PM
I know you didn't ask me, but I'll post a replay too. http://www.coh2.org/replays/7964/kv-8-rush It isn't exactly top-tier play- more mediocre than anything. My MG42 does good work, though you won't see a lot of flanking- this guy's strategy was to wait it out for the KV8. He had some shocks, and made some incursions into my space with a T70, the abovementioned shocks, and conscripts. They were suppressed with just a little effort. I kept the MG42 back, and spotted for it with Grenadiers, and it worked out for me. If I had just another Grenadier, I would have certainly been pushed off the map by the marauding Shocks. Naturally this is just anecdotal evidence, but the only way to resolve OP/not OP debates is in the field of battle, is it not? In: COH2 Balance |
Thread: KV-8 Rush12 Sep 2013, 12:41 PM
I lost a match to this very same player with a KV-8 rush. Naturally I should have anticipated it, seeing Shocks, but I didn't. In this replay, he didn't change up strategies, and I was ready (no more waiting for T4 this time) with a StuG and stun-round Paks. Long story short, watch out if your opponent has Shocks- if you aren't ready for the KV8 it's a game-ender like nothing else out there. In: Replays |
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