Profile of PanzerGeneralForever
Post History of PanzerGeneralForever
Thread: How to deal with rifle nades7 May 2015, 03:15 AM
If they are both bunched up alot and the enemy player fires 2 rifle nades at the same time which is impossible In: COH2 Gameplay |
Thread: Community Poll: COH1 Map Conversion5 May 2015, 02:27 AM
Redball fo dayz In: News |
Thread: Which is the best scroll method in game?5 May 2015, 01:59 AM
Hotkeys for units and abilities for one hand, edge scroll+ minimap for viewing. In: COH2 Gameplay |
Thread: Relic, you gonna fix 120mm, or not?3 May 2015, 16:38 PM
The problem I have with the 120mm is the combination of the following characteristics: 1. Large range- makes them very had to counter opposed to other indirect fire. 2. 6 men squad with 1 needed to retreat- makes it more difficult to counter due to very high survivability 3. It's relatively cheap cost- no tech, no fuel, 400mp instant call in (rarely need to be replaced) and easily spammable. Unlike mortar half tracks, this has no teaching fuel penalty and comes with call in medium tanks. 4. It's lack of required micro to deal extreme damage to your opponent- you don't need to find bunched up enemies, you don't need to use 30 munitions for a dodge able rifle nade, you don't even need to use barrage button. Simply have it behind and shot blocker and micro the rest of your army while then enemy gets bombs rained down on them. 5. It's squad wipe potential- with the perks listed above comes the high potential to inflict huge loses on EVERY INFANTRY BASED UNIT THEY HAVE. Ostheer mortar and soviet mortar is good against static units like support weapons. 120mm often wipes core mobile infantry as well. This is partially because most axis units deal their DPS when stationary which makes them very prone to 120mm wipe machine. 6. It's placement in the game- comes at 2 CPs which means there won't be any stock hard counters around to truly counter and wipe it. Comes in one of the best commanders in the game (Guard Motor Coordination tactics) which gives you 2 ,380MP 130 fuel medium tanks with AT capabilities close to the panther tank and anti infantry capabilities close to the P4, and armor between that of a panther and P4. No tech. You can play the entire match without building t1 or t2. These combined perks makes the 120mm mortar unbalanced. All hard counters to this thing require fuel and come too late ( Stuka, MHT, tanks, Stuka dive bomb). In: COH2 Balance |
Thread: Double T34/85s and PrettyEasy Eight29 Apr 2015, 04:16 AM
If we're talking CoH1, WM got their perpetual vet, knights cross squads, king tiger / tiger / panther stuff. It was super potent, axis steamroller design in full force. Vet 3 zombie grenadiers, yuck. And Called in StuH for 500 Mp was the peeeerrrrrrfect blob counter I remember the days of CoH1 where I would always go Blitz doctrine for the stuh+tiger call in for ....wait for it.....ZERO fuel In: COH2 Gameplay |
Thread: Pushed Back to our Base and we still win :)28 Apr 2015, 21:01 PM
Crazy game where we get pushed back to our base and even lose some buildings but we still manage to pull through. a sneaky Vet 222 that takes out a Katusha which was epic. M10 Wolverine tanks are very nasty crushing machines! OST commanders were SPEARHEAD, CAS Soviet commander was Soviet Industry USFs Commander was Armor Company Enjoy! In: Replays |
Thread: Do you enjoy playing USF?28 Apr 2015, 17:20 PM
USF Build order--> Rifle, rifle, rifle, (elite riflemen if you have the commander), rifle, ambulance or Lt, rifle rifle rifle rifle rifle.......M20 --->>> Sherman Sherman Sherman Sherman... They can basically play the whole game with 2 units. Steal enemy paks mgs and mortars and you have an army If you wanna switch it up you can get other core infantry units like paras or Pathfinders but thats all commander specific stuff. WFAs are both very boring imo because they are both centered around their core infantry units. Wehrmacht you can play with only 1-2 grens and support weapons and still have a GG. "Too one dimensional" Exactly. I did not vote as there is no middle ground. But will say for the most part its too one dimensional. Just rifles into M20 and on to Shermans basically some of this because certain units kinda sucking rest is just bad design. In: COH2 Gameplay |
Thread: Relic, you gonna fix 120mm, or not?27 Apr 2015, 19:08 PM
I like this idea alot but it would change so much of the game. It would buff all infantry and nerf all tanks that arent tank destroyers. It buff ostheer the most because they have the biggest problem with squad wipes. Demos and soviet mines wouldnt wipe as often, IS2 would be even more ineffective verse infantry, Pgrens would be super scary to any allied tanks that don't have a high ROF. It would also make grenades fair less useful because most players would have their infantry in spread formation so nades and mortars wouldn't wipe the whole squad. In: COH2 Balance |
Thread: PTRS now OP?26 Apr 2015, 04:40 AM
PTRS still blowing up paks and mgs. Stupidest thing in coh2 atm. In: COH2 Balance |
Thread: Suggestion: heavy weapon upgrades should affect mobility25 Apr 2015, 17:30 PM
Not really necessary. Those weapons already need to be stopped to fire. I don't really see the need to punish them further in this way. agreed. In: COH2 Gameplay |
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