Friends don't recommend mates to become community managers, unless you really like to see them suffer |
Now that you mention it, i've used it a few times this patch, and the strafe is pretty badass. Really useful vs those Jacksons and ISU's.
I don't particularly like these commander air strafe abilities in general from a game design point of view though, as the 1st strafe is unavoidable and then it makes an area no go for its duration. Some other strafes are similar. |
If you can remember interrogate and it does not bug out (anyone else get that? ), then they are very worth it. LMG's require less micro though and overall are better for 15 munitions if your not getting usage out of interrogate imo. |
Sounds interesting, gl with launch! |
Bryan (WM) vs CCart0000 (USF). Pretty close and brutal game. Those greyhounds one shotting squads are disgusting
gg wp.
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I like to experiment allot and hence lose my fair share of games, but in 1's, generally speaking vs USF go 4 t1 units, tech up and get a 222/pak, then fill out as you want and wait for a tiger/pumas.
VS Soviets, depends on their build, but generally speaking, a large t1 works, say 5 t1 units and again some t2 stuff into tiger/pumas.
Your mix of t1 units is really up to yourself, some people like pure grens which is easier to handle, or they mix in some HMG's, which require more positioning. Vs soviets and USF, I like to get a sniper mid-game, but many would prefer just another extra Gren/Pgren/HMG.
In 2's, it is a different kettle of fish, but a solid general BO is 2 grens, 2 HMGS into t2 and a 222. Work it from there.
Don't forget your minesweepers! Against USF you can get away without one if they don't get the Utility car. |
I have to say from the games i've played with others in 1's, the mod is a refreshing change of pace in regards to what is viable. Familiar enough that it ain't like a re-do of COH2 at all, but enough difference that it ain't just a new paint job either |
Soviets have one or two very robust builds that end in call in tanks (ISU/85's) that are a touch boring to use, but very effective.
After that, OKW, you can go a pretty cookie clutter strat and do well, and tbh, it ain't all that micro intensive more often then not. Just boring as feck to play with or against due to a real lack of options outside of their powerhouse units (Volks w/Shrecks, Obers, Panther, Puma, Stuka, Sturmpioneer, Kubel, Luchs, Truck (heh)). You can probably throw in the doctrinal HMG, Fusiliers and PAK43 into that mix, but you get the idea. |
Take this with a large pinch of salt as I have not watched the replay or am familiar with Dane's thoughts on the MG42, I assume he has made them clear in the closed alpha. But Crossing on the woods is up there with Langre as an Axis favoured map, they suit Ostheer ideal ranges.
Personally i'm fine with the MG42, its pretty lackluster until it hits vet2, and then it gets a big jump in performance and becomes imo the best HMG. Due to a variety of factors, such as the traverse speed and the general size of coh2 maps, an out of the box MG42 at vet0 in the early game can be pretty tricky to use in an already fragile early game for Ostheer on some maps.
But sure, that's what makes Ostheer interesting and fun, probably the most rounded faction which can use combined arms, which is pretty powerful, albeit if you feck up your positioning it can all come apart very quickly in the early-mid game. |
Fun fact, with the new cover mechanics and squads clumping up more, ISU became even better this patch. Garden me sideways and color me pink, what a crock of pudding!
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