Of course with the assault grens, you are usually going at least a triple assault gren start before you even know what they are doing. And the reinforce cost is significantly more than a normal grenadier.
Assault grenadier's reinforcement cost (28) is lower than normal grenadier's (30) due to the larger squad size. (28=280/5/2, 30=240/4/2) |
Romeo time after time, I write perfectly understandable sentences and while no one else can decode my perfectly understandable message, you always understand. I would marry you if you were opposite gender! Since your not, I will watch your stream more.
Same-sex marriage is not legalized yet in your country? Just kidding
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Thanks for sharing this bit. Any recommended software or method for COH2? Does the program slow down the game at all? I have no experience with this, and any other advice would be appreciated.
I found one here. It seems fairly light.
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In my experience, tactical map lag only happens when you open it first. So turning it on and off at the beginning would help.
Also, I suggest that you measure your APM each game. You can find several free programs on the internet for that. Even though CoH requires less APM compared to Starcraft, 100 (preferably 200) is the minimum APM to be competitive in my opinion. I improved my APM from ~110 to ~160 quite quickly by using an action counter. It helped me a lot especially in late game. |
I'm gonna try to abuse this exploit to death.
Thanks for the info!
I wanted to stop this abuse
To be honest, I tried this method three times in 2v2 recently, won every game then refrained feeling guilty about it. We normally do not build more than two howitzers even with excess manpower because of the 100 pop cap as we need to maintain sufficient mobile army. Operating five howitzers with only 15 pop is certainly game breaking. In fact, only three vetted B-4s were a death sentence to any German heavy tank.
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same goes with Maxim. The gun itself cost 3 pop and the crew cost 3. So each men in the maxim squad is 0.5 pop.
No, each maxim crew costs 1. See http://www.coh2-stats.com/team_weapons |
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But for static-built weapons other than the B-4, i thought you could get away with lower popcap by replacing the crew...
This is B-4's unique problem. All other support weapon crews have a low pop cost, mostly 1, so you cannot reduce the upkeep significantly by replacing the crews. (e.g. Replacing 10.5cm leFH 18 crews by three osttruppen soldiers will decrease the pop by mere 1.5.)
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Team weapons typically have their own population costs. For example, an ML-20 gun costs 11 and its four crews only take up 4 out of total 15 pop cost. On the contrary, a B-4 gun itself costs nothing and each member of its five crews takes up 3 out of 15. I think this is not intended by developers because 3 pop cost (the highest in game as far as I know) for a single model is ridiculous. You can abuse this fact by killing all the crews yourself right after building a B-4 (a single molotov is enough) and retaking it with conscripts. Thus it is possible to use five B-4 guns with the same upkeep of a single ML-20 gun. |
I was under impression, that at least JLI stay there, but I don't own the doctrine and missed the week it was available at rotation
JLI also does not stay in the building. |
Second problem is that Soviet unit leaves the building right at the moment you click to spawn. And pretty often it's opposite to direction you need.
As I mentioned, all 'infiltration' squads spawn at the fixed door and leave the building immediately. I tested this extensively. |