Well, Volks are useless vs riflemen and at every range rifles do more damage than volks.
Personaly I only get volks if i can upgrade them ASAP, otherwise they are just useless capping units.
They need a direct or indirect buff.
And Katitof, even Hans thinks Volks are pretty much useless.
Profile of Thunderhun
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Register Time: 20 Jun 2013, 10:33 AM
Last Visit Time: 9 Apr 2024, 21:03 PM
Broadcast: https://www.twitch.tv/thunder19hun
Game Name: Thunderhun
Register Time: 20 Jun 2013, 10:33 AM
Last Visit Time: 9 Apr 2024, 21:03 PM
Broadcast: https://www.twitch.tv/thunder19hun
Game Name: Thunderhun
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Post History of Thunderhun
Thread: Riflemen eating Volks!30 Jun 2014, 12:36 PM
In: COH2 Balance |
Thread: 1v1, the Unbeatable Liberty & Democracy29 Jun 2014, 13:35 PM
If they end up upping the cost of volley fire I hope that they give the us some starting munitions. That ability is the only way to counter the initial assault pio. Or stay in cover at long range and if the opponent is stupid you can kill them easly. Also 1 cp Pathfinders are good vs Pios at long range as well when supported. In: COH2 Gameplay |
Thread: Let's check balance29 Jun 2014, 13:20 PM
Don't even check OKW vs Sov or USF vs Ostheer. In: COH2 Balance |
Thread: OKW players need help vs buildings29 Jun 2014, 13:16 PM
Nades are useless if the enemy can micro out and back in early game. In: OKW Strategies |
Thread: Ostheer vs the USF29 Jun 2014, 13:12 PM
Sorry, a good player with decent micro can avoid mg-42s with incen rounds anytime and will avoid panzerfaust as well with light vehicles. And let's count: 1040 and 15 fuel mp for 2 hmg and 2 gren, T1 cost. This is best for defensive play and allows your opponent to cap the most of the map. For this cost the US can get 1 RE and 3 rifles and rifles > grens any day and if they get nades they can use smoke nades vs mgs. Don't forget US get rifles from T0 while you have to get T1 to build useful units. This allows the US to out-cap you and out-tech you. And 57mm with sherman or M36 will kill T3 any day. I had a game vs ImperialDane where he killed my stug with 1 shot from the 57mm and m36. And the US don't even need to tech to get atg if the paradrop 1 so.... |
Thread: OKW truck health / Medic Truck29 Jun 2014, 13:02 PM
They are perfectly in 1v1s. In: COH2 Balance |
Thread: MGs set up in the opposite direction29 Jun 2014, 13:01 PM
It happened to me as well, it was hilarious. In: COH2 Bugs |
Thread: 1v1, the Unbeatable Liberty & Democracy29 Jun 2014, 13:00 PM
Stop blobbing then. REs deal zero damage while using volley fire. Can't you close in from some other direction and force retreat them? Having 2 REs is normaly atm and they can so they can suppress 2 squads (160mp + 40muni to get control a part of the map), and don't forget rifles. Rifles in defensive stance with M1919A6 Browning LMG can suppress every german unit in every direction. In: COH2 Gameplay |
Thread: Use of Para Callins: FJ's, Pathfinders, and US Paratroops29 Jun 2014, 12:55 PM
Having more than 1 FJ squad is a mp drain for you. They are good for hunting down snipers and retreating squads. Pathfinders are awesome scouts and can clean mgs during an assault. IF you lay beacons with them (it's hidden and provides intel about nearby enemies) you can call in and reinforce paras next to them. US paras with upgrades are one of the most best anti-infantry US unit. In: COH2 Gameplay |
Thread: 1v1, the Unbeatable Liberty & Democracy29 Jun 2014, 12:52 PM
Funny thing is Porígon is right this time. REs with volley fire and infantry company blobs are pain in the ass to deal with OKW. OKW only has a fair chance if they get a good map or the US player sucks. Same story applies to Ostheer vs USF. Atleast OKW can get AT from T0, meanwhile Ostheer is fucked vs early M15 as it rapes everything and forces all of your guys around your 1 pak, if you have 1. If you can survive rifle blobs with arty, tanks rape you. In: COH2 Gameplay |
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