Yes, because with this it pins in one long burst whereas two bursts are needed without the bulletin. This allows it to switch targets much more often, giving it a lot more time to reposition and also prevents molotovs. |
Watched it. Pinning in one burst (unless at max range and/or in heavy cover) really is stupid. This shows why bulletins are a bad idea.
Now, I need to "test" it.
A side note: Did they also take down CoH1stats? I wanted to look up their good FAQ section about what it said about suppression regen but I only get a 404... |
Before coh2stats went down, I posted the following thing in a thread over on GR. In combination with the right artillery units, his victor target ability can be extremely strong. It is very inconsistent with the normal barrages and some artillery pieces really get great boni from the ability. Remember that I had this information from coh2stats so I had to assume that the stats are correct:
Ok, because people are talking about the coordinated fire (victor target) ability of the officer: It does not cause a cooldown of the artillery pieces, allowing you to basically shoot for 3 barrages without stopping.
From the stats, it also does this (I hope it doesn't apply any other modifiers, those are just weapon stats):
Mortar: Doubles the range (to 160, auto attack is 80) and doubles the damage. Also makes it much more accurate but it fires more slowly.
Mortar HT: Just theoretical, you currently can't have a mortar HT and the officer (unless you recrew one). It doubles the range and makes it much more accurate.
Panzerwerfer: Increases the range from 160 to 240 and makes it a bit more accurate. I think the main use with Panzerwerfers to time it so you basically shoot three salvoes without interruption.
le FH 10.5 cm: Doubles the range (should be able to hit anything on the map with that), makes it fire slightly faster and slightly more accurate. It also increases its AOE damage radius. Overall, this is huge synergy!
From the stats, I'd say that the ability is severely underestimated. Sure, you need the units already but its sheer power should be able to deal with basically everything.
About the "makes it more accurate": For everything but the mortars, I think that the accuracy increase is mainly a consequence of their maximum scatter (unchanged for everything but mortars) being applied to their larger range. This results in a smaller angle.
This basically means that at or near their new maximum range, they will be about as accurate as they were at or near their old maximum range. However, when not shooting at their new max range, they'll be much more accurate.
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They should just remove that stupid "UPGRADE TO COLLECTOR'S EDITION HERE!!!" window and make the Twitch window bigger.
They should also show the name of the streamers without having to mouse over every stream. Having two streams named "Company of Heroes 2" and another one named "1080p - Company of Heroes 2" isn't really helpful. Plus it helps people remember the names of the streamers so they know if they already watched that stream.
Maybe even show what modes people are playing. 1v1, 2v2, 3v3+, ToW, campaign, comp stomp... people should see this without having to click to and load the stream.
Randomized streams are fine to give more people the chance to watch new streamers. Often watching someone who isn't as good as the streaming pros is actually very helpful because good players can make the game look too easy and watchers may not be able to replicate their performance because little things can play a huge role. |
Too bad, still thanks for putting it up in the first place... let's hope that we soon get something like it again |
The mistake he made is running too much.
The conscripts were never really shooting because two thirds of the time they were facing away from the MG. He ran around too much, allowing the mg to rotate with them in packed up state.
Instead, you have to make the mg set down, then run through it (not so far as he did), then focus fire it, then when it tries to set down run through it again.
However, he mentioned huge input lag so this may have been a factor as well when the connection between the two players was very slow. If the connection is good, the input lag isn't as bad normally.
I fail to see how this would have been different for a Soviet MG though. After all they pack up instantly and still set down very quickly even with the patch.
I know people don't like using molotovs because they can be dodged (by grens) but I think people haven't used them to their full potential yet. In cases such as this, a single molotov will solve the situation very well. |
I think it is the same effect like when infantry are attacked by tanks or even AT rifles. They duck and roll around on the ground for a second or so. I think this is intentional but can be pretty annoying. |
I didn't watch it but here are some basic answers to your questions:
1) Use mines! And maybe a few upgrades if possible (e.g. for the LMG upgrade on guards, or flame throwers). If you have AT guns, their artillery barrage is also good vs. infantry/weapon teams/snipers...
2) Use mines! Also the 120 mm mortar of your doctrine (dual T34-85) is very good.
3) The M3 does not act as a reinforcement point because it really is just a transport vehicle with some good MG damage and a open top that is ideal for putting flamethrower units or a sniper in it. If you want to reinforce in the field as Soviets, you'll have to either use the conscripts' merge ability (doesn't work for snipers, I think) or get a M5 halftrack from the T34/T70 building.
4) Don't expect the T34 to kill anything except infantry and light vehicles. In its current form it is only good in huge numbers or to speed around the map and kill infantry (T70 is better for that, however). They are also good for ramming enemy tanks, slowing them and taking out their gun to allow your AT guns, tank destroyers, ISU152 etc. to take them out.
If you go for this building, I'd suggest getting T70s instead. Also you shouldn't get this building if you went for the Infantry command (snipers, M3, penal battalion) because you'll lack anti tank options.
With your commander choice you can get away with not building any of the T3 or T4 buildings and just get two T34-85 instead.
5) Soviet snipers are only invisible while they are in yellow or green cover. German snipers stay invisible for 3 seconds or so after leaving their cover, so they can in theory stay invisible while moving from cover to cover (takes a lot of micro).
Units also detect invisible snipers at short range.
Manpower: The only way to "increase" your manpower income is to reduce your manpower consumption. This means you have to be careful to not lose too many men and also not have too many units in general because those will reduce your income.
Managing your manpower consumption in late game can often be taxing, especially when saving up for something big. |
Thread: SC FTW17 Jul 2013, 17:37 PM
wtf did I just watch? Very unconventional match but also very enjoyable to watch! |
I think the lack of leagues and a visible leader board (combined with sometimes fuzzy match making) are also discouraging newbies. Meeting someone 40 levels higher than them (although levels don't mean much) and then getting stomped without being able to actually assess your position in the ladder as well as your enemy's position isn't really encouraging people to play more automatch games. |