Overwatch is the strongest but makes the least amount of sense to me. OKW is supposed to be late war army with strong inf/tanks in smaller numbers due to attrition. At this point they have lost air supremacy, why the hell do they get the best loiter in the game. It should be a strafe that does both AI/AT to represent their growing desperation lack of options.
Overwatch would make more sense for either Brits or USF.
On topic I think the second strongest is the Soviet loiter. It is not the ability itself but the fact the soviets aren’t that muni intensive especially if you go Penals. You can spam that 180 muni fairly easily, it is just not seen as much due to the commanders being overshadowed by better options/no guards.
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Thread: What's the best and most effective loiter/skill planes?22 Jun 2022, 12:48 PM
In: COH2 Gameplay |
Thread: Why is the Maxim so bad?21 Jun 2022, 22:43 PM
But the only support weapon that is more cost efficient is the MG42. The Soviet mortar might perform a tiny bit worse but has better durability and flare which is a great ability. The ZIS is straight up the most efficient support unit in the game as it can perform AT and mortar duties along with great durability. Personally, this is why I believe maxim will stay “bad”. If it were any better, even with a slow start a T2 rush would become unbeatable due to attrition and staying power from merge. In: COH2 Balance |
Thread: Why is the Maxim so bad?21 Jun 2022, 21:09 PM
After all the balance patches, every single meta build is 1 or 2 mg and AT guns for every single faction minus USF who usually go for multiple MG and zooms unless they back tech. So that statement is no longer makes sense. Hell, OST can get their 6th unit which is usually a 4th Gren before USF gets their 5th unit(either LT or CPT). That MG has all the support and vision it needs without PIO vision. In: COH2 Balance |
Thread: Why is the Maxim so bad?21 Jun 2022, 14:36 PM
Needs is a little strong when OKW can compete without it. It just requires a change in early play style. Before when it had higher armor and lower health it made sense. Now you can easily chase it off with focused fire especially with a decent positioned MG. I agree about the RA as it was really frustrating to lose vetted squads to RNG. My issues is that the buff came around the same time as Pak Howi AOE nerf, rocket artillery nerf and other indirect fire nerfs. This made them a bit more survivable then they should be for what should be the most fragile mainline in the game. In: COH2 Balance |
Thread: 123 reasons why17 Jun 2022, 22:46 PM
This was a beating, Scotch seemed to start strong with the MG skip/4 Gren start. He started to play safe even though he had the infantry advantage and it snowballed hard from there. GG In: Replays |
Thread: Buff M8 Greyhound, seems naturally. 17 Jun 2022, 19:39 PM
In 1v1 it is A tier but it drops off bad in 3v3 and up. Everything comes to late in team games, paras have no place unless you lost a squad and greyhound comes in at a point where you can tech up for mediums. It’s in such an strange spot, too strong for AAHT timing but too weak for 4cp In: COH2 Balance |
Thread: Is the Commissar's abilities on sniper worth it?17 Jun 2022, 19:22 PM
In all my COH2 life, I have met only one player that had sniper + commissar duo. He absolutely wrecked me with just these 2 units. But I cannot really imagine how microintensive that must have been. I feel the combination works when the commissar is used for Fear propaganda. The movement nerf/pin allows the sniper to get to work and give you a bit of micro leeway. Whereas, the buff require more precise micro due to the fragility of the sniper. I do like using Soviet reserve conscripts into sniper with commissar. The conscripts will deter LV dive and fear propaganda for blob control. I personally like PPSH but it is easier to just get 7 man when available. The AT drop rounds out any needs and howi is great. My biggest gripes are it feels suited for Penals but doesn’t work out well due to MP cost and the commander requires you to outplay the opponent from start to finish. Nothing to get you back in the game. In: COH2 Gameplay |
Thread: Ally got AVRE to 67 kills16 Jun 2022, 15:48 PM
Wasn't my best game, I had a few highlights early like sniper vs sniper kill, 221 PTRS kill and early brumbar finished off with PTRS satchel. Allies played well and I took on more of a support role with arty, fear propaganda and chased away pushes with SMG airborne and SU85. Axis did great job of rushing tanks and arty. Double Walking stuka paid off early for them while P4 kept it safe until they got Panthers out. OKW played light with units to rush out KT with commander. IT really messed us up until around the 40 min mark it rushed in to kill my KV8. Big mistake, although it got the kill we rushed it and killed it. Game changed drastically as it opened up several pushes from us that really punished their lack of infantry. GG In: Replays |
Thread: Buff M8 Greyhound, seems naturally. 16 Jun 2022, 15:42 PM
Remember the commander used to be a shitload stronger. IR pathfinder used to have no cooldown so your early capping was a bit stronger. IR arty was even stronger in that it was almost instantaneous. I destroyed an unsuspecting kt with it and a follow-up jackson. Paras used to drop in with AT gun, so this commander was even better than airborne for 1v1. Only difference was no Thompsons but LMG is favored upgrade for most. Butterfly bombs had almost no warning the animation started earlier and the bombs themselves fell faster with less scatter. I can't remember but I believe the greyhound also came a bit earlier. It used to be the strongest commander for USF as it really had no weakness. God that shit was great. In: COH2 Balance |
Thread: 3v3 3OKW vs 3UKF15 Jun 2022, 14:37 PM
I am writing this as I watch. I apologize as I only play okw for compstomp. Early on you went Sturm, VG, Strum. IF you are gonna go 2x sturm I would get them asap and push. You kept hesitating back and forth early which caused you to take extra health damage without accomplishing anything. The VG was just standing around for a bit before you told it to build sandbags. That delayed extra helped to your sturmpio. Next you went for the 221, I like the choice as brit had no snare for a bit. However you again played scared, you should have been in their face pushing the infantry around out of cover while your units come in and do damage. Since you have 2 sturms repairs are not a big deal so use the fact that LV dont bleed. Once brit player got mortar pit/engineers I felt you should have made destroying it or damaging it your priority. Any time spent repairing it means more time for your 221 to do damage and not worry about snares. At this point you only have 4 units going on 5 with MG and are starting to hoard MP. You could have made another VG earlier, upgraded 221 to 223 or made some leigs. You upgraded your battlegroupe but did not utilize any of the units maybe next time rush the 221 upgrade if it doesn't have tech requirement. Your next VG and Leig don't show up until 10 min mark, that is a lot of pressure you missed out on applying. I like your Schwerzer placement as it would allow some more agressive Leig play, however you kept you Leig at max range which allowed mortar pit time to get upgraded and ability to start to attack your HQ building. Later on your micro takes a nose dive, you start to use one unit at a time and you never seem to branch out and attack the left mortar pit. Your entire army was just sitting in base, best way to improve this is to play 1v1. No other way around it since it will also improve your unit and tech timing. One last piece of advice, you got the commander upgrade on your tank and had to take on a heavy tank. The extra sight gives you time to pop on HEAT shells, you should have been spamming them instead of using the commander arty. The commander arty could have instead been used to kill a mortar pit along with an inciendary nade. GG. In: Replays |
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