gg wp |
True but none of the ported maps do that. Semois is probably the worst offender, the middle is a no fly zone for MGs early game.
Maybe at your ranks MGd aren't good in mid. But in high level play MGs dominate the middle of semos. There is so much green cover and so many good houses to put them in. Unless you're against Brits... #CentaurBalance
There are very few maps left in the pool that MGs aren't strong on. |
Just put in objects that can't be vaulted... Or put crap on the other side of the wall so you can't vault it?
Map makers can still funnel combat in plenty of ways, and they already do this. Vaulting is a great mechanic and leads to many rewarding situations for good players.
I don't agree with Ami's opinion that this is a shit post because you did put effort into it. But I do have to agree with his argument in favor of the mechanic. |
RIP OKW in 1v1...
Relic really needs to take the schreck off of Volks, make them not completely useless for killing things, re-work vet 5 and get rid of the silly income penalty.
Maybe Fusilier spam will rise again...? Probably not though. No way to deal with M20 and Vet 3 double BAR rifles.
All hail our new USF and Ost overlords.
Soviet is probably screwed without the KV-8. I guess Cons are still good for the first 5 minutes, after which point they're just free vet pinatas for LMG grens. |
gg wp |
gg wp |
Obers will mow down everything except for Commandos/Shocks that manage to get into close quarters. They're the most durable and in my opinion the overall strongest OKW infantry squad in the game. They're also the most expensive and require T4 tech which can be difficult to get to in a 1v1.
Fusiliers/JLI are probably your second best bet in a 1v1 depending on map. JLI have the advantage of coming out of buildings and having the Ostwind in the same commander meaning you can play off of just your med truck. Jp4 + Ostwind combo is quite effective.
Fusiliers have more overall DPS and staying/stopping power than JLI. However everything else in that commander is somewhat mediocre in most situations in a 1v1 environment. The JT is a monster in larger modes though.
Falls are probably your worst option. They do put out a lot of damage but they are the easiest OKW infantry to wipe in my experience because they clump so heavily. Their advantage is that they can do a ton of burst damage right when they pop out of a building - likely giving you the potential to wipe a squad if deployed correctly. They, like JLI, require no munitions investment and are the only OKW unit with access to the panzerfaust. Fusiliers can AT snare but theirs is way more unreliable than the Fall faust in my experience. The MG34 can be strong on the right maps and the Valiant Assault/Airborne assault can be solid... but require a large munitions investment - more effective in team games than 1v1s.
All things considered I generally rank JLI > Fusiliers > Obers > Falls in a 1v1 environment.
JLI come early, pop out of buildings, can build booby traps, give you access to an Ostwind and are generally cost-efficient.
Fusiliers shut down pretty much all allied infantry once vetted and can really hold the line. However, they require a large munitions investment and the rest of the commander is sub-par.
Obers just dominate everything if they get to engage from a distance. They have the best vet bonuses in the game as far as infantry goes and if you manage to keep them alive to get 4/5 they can single-handedly deal with 2-3 squads of infantry. However, they're hard to access in terms of tech and hard to vet because of how late they come.
Falls... well... I love them but they're just too glass-cannon in a lot of situations. They spend a lot of time retreating/reinforcing because of how quickly they tend to die. Their firepower does get pretty insane if you can get them to vet 2/3 though. |
I don't have a ton of time but I'll try to explain as best I can in a short post...
A good general rule of thumb is imagine how a weapon would probably perform in real life.
Also, pretty much any/every weapon does more DPS up close than it does at range - but what is important is the difference in DPS. For example a Grenadier KAR98 will do more overall damage at near than far, but a PPSh will still out DPS it if the PPSh squad gets up close.
With regard to this you can apply the following general ideas to your tactics:
Bolt Action Rifles(Cons, Grens, Infantry Sections, Rifles) tend to have "far" as their most advantageous range. They are best used when standing still. Grens tend to be strongest at max range, Cons like close, Rifles like mid and close, IS perform well at any range as long as you are in cover for the bonus.
Carbine style rifles (Para base rifles, Penal Battalions) are strongest mid and close
Assault Rifles (Sturmpios, PGrens, IR STGs) are great at mid and close. Their high rate of fire also increases their lethality against retreating squads.
SMGs (PPSh, MP40, Thompson) are super good at close but kind of suck outside of close.
LMGs (LMG34, LMG42, DP-28) great at max range, generally have to be stationary to fire.
Anyways...
All small arms fire does the same amount of damage regardless of how far the bullet has had to travel. Reload and burst duration may be based on how close/far the squads are from each other. If my memory serves Sturmpio burst duration at close is significantly higher than at max range.
Also, small arms fire ignores cover if the squads are within 10 range (or maybe it was 5 range?)
My advice would be to check out a guide on how to extract the unit stats from the attribute editor so that you can look up values on the fly. I don't think coh2 stats is kept up to date anymore. Perhaps I'm wrong though.
Hopefully some of this answers some of your questions... I may have misunderstood the sorts of answers you were looking for. |
Sweet game.
Lots of death.
Don't know what else to say... oh yeah super sweet epic tank battles.
#BritsOP
Definitely worth a watch and probably a cast. Nearly a 70 kill sniper as well. |
I agree with Budwise on the DS71 if you are choosing between those two.
Slightly better processor, better GPU, twice the RAM. |