Let me put it this way: until today (playing since vcoh2 alpha) I have never played on a vetoed map. Today I played 2 games on vetoed maps...
+1
A veto in the past has always meant you don't play on that map. |
Montargis Region in CoH1 was awesome. Haven't played the CoH2 remake yet.
My favourite was redball express but the remake just isn't the same. It also lags alot for me unlike any other map. |
FHQ is OP or UP depending on the map. Ettlebruck for example. Get the central building and its basically GG. |
In 2v2 + it requires teamwork to take it down and usually the team is unable to cooperate to do that so it's impossible to destroy. I personally find it boring. |
U seriously still don't know that it's a damn annoying bug that is introduced after the 26th hotfix and not fixed yet?
I remember the part where you could only play one map for each game mode but that got fixed. I assumed the other problems did too. Apparently I was wrong.
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My vetoes aren't working. I Always veto Vielsalm and i just got it twice in a row. I unapplied them and reapplied them and still doesnt work. Anyone else having this issue??
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WFA matchups ---> blob wars. |
Okay I played 7 3vs3 games now with the new land matress commander, 4 yesterday before damage versus buildings was reduced and AOE was slightly lowered, 3 today. I always went heavy for them (2-3 units) to test their performance in a normal game situation.
The good:
- their damage versus blobs is very strong, squad wipes happen
- can be recrewed if not destroyed entirely
- low fuel cost
The medicore:
- their range seems to be not that huge as others stated here, for such a slow rocket launcher it is pretty medicore
- their damage vs OKW trucks is okay now, you need multiple salvos at once (otherwise the truck is repaired again)
- in teamgames where ressource income is higher walking stuka can arrive long before matress can be called
The bad:
- because of long and slow firing salvo + setup/dismount time it is very prone to counterfire from other rocket artillery like walking stuka and painwerfer and some offmap area attacks
- falls excel versus them on maps with lots of ambient buildings
- quickly mowed down by any kind of infantry/vehicle counterattack if not guarded properly, to slow to evade by itself
- slow in reaching firing position
- can be stolen and turned versus you (happend twice to me)
- manpower heavy
- doctrinal, comes with a commander without any kind of offmap attack or late game abilities/units
Conclusion:
They truly shine as a blob counter and at attacking a forward build healing truck after a mass retreat. This isn't such a bad thing, because blobbing should be punished and FRP mechanic is bs in team games anyway.
On the other side they drain your manpower even more. With brits having most expensive base infantry unit, most expensive MG and most expensive AT-Gun plus mortar pit for 400mp, Forward Assembly and the doctrinal 4 men commandos for 400mp, you truly have to make some decisions if you decide to take this commander. The land matress has a unfavorable ratio of manpower to fuel. Manpower will really limit your decisions if you take this commander, there is so many you want to afford, you seem to be always low on population unless you are really kicking ass from the beginning.
I lost three games, always to tanks, this is the real weak spot of the commander. In arranged teams it can work out, but you have to make sure that your mates will care for the construction of caches and for enough AT power. You are heavily delayed in producing Cromwell/Firefly. Again I think manpower is more of a problem than fuel. So I wouldn't rate it too high, other commanders have good abilities/units too that can decide a game and are not that manpower starved. Sure it would be a total different thing if it would be non-doctrinal like walking stuka or painwerfer.
Don't get 3 next time. |
New 2v2 Meta, rush double 222s |
JPIV vet5 out of cammo deals 400dmg, PV mark vehicle is +50% dmg, heat shells is 30% dmg.
Enough to practically 1 shot a Pershing. No need to worry with accuracy or penetration as the vet5 bonus is 150% increase on both.
Ontopic: ATM Tank is practically paying it's cost to be a tulip platform unfortunately. You could make the tulips more of a support option while tweaking base stats of the tank or leave everything as it is now.
While that is very situational, its also crazy OP !!
Agreed. If tulips get nerfed, firefly must get buffed. |