L2P2W
Just joking! I think it's too early to say that any of these gives an unbeatable advantage.
Also, booby traps are detectable by mine sweepers, can be destroyed by small arms fire, cost 100 munitions, and are cancelled (non-refundable) if an enemy squad starts capturing the point before the trap is fully set. Does anyone know if you have to have the trap detected before it can be shot, or can you use Attack Move/Attack Ground on the point first?
Am I wrong to think that an ability with these limitations and these costs should be ABLE to kill a squad? Heck, it isn't even a guaranteed kill if it might leave one model alive.
Compare that to 50 muni Commando Demo charge or PE traps from COH1 and this is downright reasonable. Or to the 125 muni cloaking and maneuverable Goliath. |
I want to commend Symbiosis HIGHLY for posting this. So so often the only thing players post are their wins. In fact with some of the better known players you often know the outcome (regardless of how the game may be going) merely by the fact that they were the ones who posted it.
All power to you Symbi!! Epic game. |
Hi Damn -
"lobby hacking for custom games work differently the host would force the count down and block ports with a firewall such as comodo, then that would kick all of the players inside the hosted game back into the lobby with a loss."
I am pretty sure this has happened to me a few times.
I know in public you don't want to divulge too much, but I would love to learn more about what is happening. To finally get a game going and then to get dropped out part-way in is pretty irritating. That you also get a loss doesn't bother me as much. I haven't been playing for stats and am proud of whatever rank I have earned. |
If you're still learning the mechanics of COH1, here are some quirks that apply here. More reasons to avoid paratroopers in this situation:
-Pumas can shoot them out of the sky while they are reinforcing.
-Puma "phase armor": You'll notice that sometimes shots will pass right through the model of the Puma without hitting. This is because Pumas don't have a hitbox. This means that if something fires at the Puma and rolls a "miss", the shot will miss no matter what. Other vehicles (StuGs, for example) have a hitbox so that even if a shot is rolled as a "miss" it can still hit, provided that the projectile is traveling in the right direction.
Every weapon has a "scatter" value that determines how far the projectile will stray from the target in the case of a miss. Paratrooper RRs have very low scatter, which means they often will hit the target (the hitbox) even in the case of a miss. This does not apply to Pumas, unfortunately.
-Flamethrowers are extra good against units with elite armor (eg Paratroopers), so that flamer pio death blob will be even more annoying.
Thanks for the help. Mostly I knew all of this (except the anti-AB puma thing). Even the Puma phase thing.
I knew that 57mm are my main anti-armor. I didn't know they kill inf (higher accuracy?) at vet 2, but it is really hard to keep AT's alive if Wehr really wants them dead. I have learned in multi-player to keep them repositioning, though success is entirely up to my micro skills and the intensity of the battle at the time (though getting better). I try to back them up with something, be it mg, a rifle, m8, whatever I have handy. The best I think is a HT (can reinforce the AT), with a quad preferably.
The item I most miss is an effective Quad. 4x.50 cal out to rip light armor to pieces and present a really good Anti-inf unit. Instead it is a a glass water pistol that can't suppress. Is it any good against PE armor? |
2-3 hours? wut? Mostly i get a game in less than a minute. I Guess you are a high level player? Im level 9 and i find matches very quickly. Probaly you are just exaggerating..
What times do you play?
At 10 EST (0300 GMT) it is still pretty hard. Someone playing in the evening or late evening in the Western US I would guess has difficulty unless there are mid-day Asian players or early morning European players. |
If he's using pioneers as his primary fighting units, then they're going to be extremely vulnerable to snipers. As soon as you see a clear absence of T1, build a WSC (preferably after at least 2 rifles though as cappers and meat shields) and pump out a sniper. If you see support vet, get a second sniper and proceed to insta-kill his flamer squads. Rinse/repeat. If he then follows up with MG spam then you already have the counter (snipers) just ready and waiting.
Against any kind of extended T1 - T3 you have two choices.
a) M8. Benefits are that if it arrives before he gets his T3 up, and he is indeed going for T3, you can end the game almost immediately. On maps like Semois and Angoville it's a great harrasment tool that can allow you to quite easily secure at least half the map. The downside of the quick M8 is that most people are reckless and either try and baserush with it or drive over un-mine-swept territory and lose it to a subsequent faust.
b) Sniper. My preferred option, as you have more control over the outcome. You need to be smart about picking your targets (target the gunners of the MG while coinciding it with a flank- the delay as the gunner is replaced will allow you to do extra damage with your rifles and potentially steal it).
Whatever you do, just don't go for bars. Grenades can work but largely rely on your opponent to make mistakes, and is therefore not reliable. Depending on your skill level you might enjoy a high degree of success just by going 3 rifles into grenades then tossing them everywhere, but you will eventually hit a wall against players who can react effectively.
If you aren't able to gain a sizeable advantage early on and you face T3, ATG's will be needed sooner rather than later. Get used to packing them up and moving them all the time, and where possible don't allow them to uselessly fire on enemy infantry and give away their position.
Thank you Tommy! That is the kind of advice I can really use and practice.
from what Wehrman says T1-T3 is very hard to counter (I am sure his micro is much better than mine). I am a level 9 in multiplayer but so far only 5 in 1v1, though limited experience due to not wanting to wait the sometimes interminable time to get a match. Watching pro streams doesn't always help because success in cases like this usually mean you never see what Wehr was working up to. |
against multi vetted flamers you need your own flamers and bars help too. Are we talking blobs here or just a couple pios? I played this guy once who built 10 pios, vet 3, flamers on most. Took me 3 or 4 games to figure it out. Strafe was big help too.
By the time you notice a vetted T1 strat, you've made your tech choice, either nades, bars, or SY. So you have to adjust accordingly. If you're on SY, then M8, get some mine sweepers and go to work. Harassing his base and then maybe dropping arty on key building is nice.
If you went bars or nades, it's tricky because flanking will be difficult with multi MG. Probably need to go WSC and go mortar and sniper. Have Airborne or Rangers as back up AT last resort. Place your own mines all over to hold off a base rush or cut off move. Keep him off fuel so he can't go fast and multiple puma. Buy time to get your T4 up.
Thank you. It wasn't pio spam I was dealing with and no vet. He was putting fuel into T3 units. I lost an m8 fairly early after trying to clear some MGs (cleared one, started on another, then moved to save rifles from puma, then lost it to an appearing StuG). I was not playing well as I was trying to be aggressive. That probably lost me too much MP and the Puma lost me a rifle, another to desperately trying to sticky stuff. The Ab squad I dropped also lost me mp but I was banking on its more mobile AT power.
The opponent was not great (yep, still good enough to beat me) as I was able to kill one Puma and damage another severely with a satchel charge of all things. But by that time it was the mg pins that had me frozen.
Pio spam (x4) into T2 and vet is something I have also faced only once (badly). As far as I can tell the response is 2 snipers and a fast T4.
I am still learning vCOH (and enjoying it). It seems more fun than what people describe about COH2. |
Not exactly the response I was looking for. A bit more detail would help. Two AT's? One to voer the other to move out to kill armor? What if there is always a 2nd Puma (there was) to flank the rear AT? Snipers won't stop that. Pumas come out faster than an AT gun.
Really Spanky, if someone is asking for help, a bit more than 3 words would help. If it was as easy as 3 words I probably would not have been in that trouble. |
Probably an old question but I don't know the answer:
If they use vetted flamers into heavy MG42 (2-3), what is the US counter? 2-3 m8s? WSC? I can see a couple of snipers being very powerful but susceptible to mines and early Pumas or Ostwind.
Another strat I had trouble with was MG spam on langres (US in north position). he had 4 MGs and then went straight to Puma and StuG combo. I built a fairly quick m8 but it didn't seem to clear enough for my rifles to have an effect, and ran into the T3 fairly quickly.
Sorry, the replay is on another computer. My problem is I saw what he was doing but wasn't sure of the best counter. So far only suggestion I got was be patient, try to hold what you have, and build a couple of snipers. |
Another issue that needs to be fixed is in custom games where one of the axis spots is bugged, meaning that rather than selecting Whermacht or PE, you are forced to chose an allied faction of American or Brits.
Easy fix... close the game and set it up anew. This really isn't a big issue and since it happens only haphazardly it would consume a lot of time to just figure out what is causing it. No known cause = no possible cure.
Key things like messed up ladders and drophacks are keeping people from playing. That makes it an issue. known bugs that affect the game would be nice if they know how to deal with it. Like the m10 bug which has been around for years and majorly affects the perception of the unit and its ability to function AS DESIGNED.
Anything else would be a major change either in programming or balance, and unlikely to happen. (Though I am pretty sure no one would have issues with limiting the # of snipers to 2-3 per team. I think even 3 is too much, but that is my opinion.) |