Highlights:
Over aggressive P4 and KT killed by 3 T34/ram/AT overwatch
Flamehetzer did fairly well, AT overwatched it as I didn't want it to snowball brit player
Katy started slow but well targeted creeping barrages got my kill count up
Brit mine killed some grens and wiped retreating Obers, for some reason mine sweeper didn't sweep and left line of sight
Killed 2nd KT with flank using PTRS Penal
Lowlights:
Started winning my match up real hard, well placed stuka knocked out 3 squads at once
Caught KT rebuild out of position, bounced rear armor about 3 times
My sniper got caught out of position, took forever to get it going
For the love of RNGesus:
Felt bad for OST player, he dived perfectly with P4 to secure cromwell kill possibly even Sexton, bounced 3 times in a row. T34 came in and saved the day
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Post History of rumartinez89
Thread: Poor start, Great finish27 Dec 2022, 03:18 AM
In: Replays |
Thread: Future balance24 Dec 2022, 16:18 PM
I agree with most if not all of what your saying but your statement seems to be geared around pure infantry level fights. Having a mainline unit that gets a MP/survivability/XP/cool down buff provides a much better return on late game units. Cons can build their own green cover and spot using trip flares which once triggered is uncounterable like other flares. This snyergizes great with arty and most late game call ins as some vision is required. With how cheap Soviet units are you can quickly change from defense to offense and not lose to much momentum if you use Cons vs Penals/Elites. In: COH2 Balance |
Thread: Building question14 Dec 2022, 23:27 PM
I could have swore in the past(years ago) squads got a small reload bonus from being in a building so units with long reloads like snipers/PTRS got a benefit from being inside. In: COH2 Gameplay |
Thread: Building question14 Dec 2022, 21:44 PM
Point blank mechanism does not apply to garrisoned troops. Garrison also gets reload bonus right? In: COH2 Gameplay |
Thread: Pretty good high pressure game12 Dec 2022, 22:05 PM
Not going to lie I have played like ass recently. Been playing other games recently and I can tell that I am getting beat by guys I should be stomping. Got early MG wipe with satchel and Sturm wipe on retreat Lots of early rotation and flanking due to loss of MG, Axis did pretty good job of counter rotating Did a decent job of using Commissar buffs, better job of fear prop and tanking advantage with Penal blob Mines by USF and I gave us plenty of warning and helped stopped a couple flanks and pushes Axis did great job of punishing overly aggressive tank plays Went for NKVD as I was expecting Ele and KT, AT overwatch did great job of scaring tanks out of pushes Katy didn't have a high kill count but did have a few timely wipes that really helped stop axis counter blob to my blob. In: Replays |
Thread: Why does Overwatch(commander) exist?4 Dec 2022, 12:59 PM
As JLI are part of overwatch commander, the total strength of the commander is decided by the abilities and units that are unlocked once it is chosen. The combat performance vs other units decide how the opponent will respond. Once again, picking a short range focused squad is overall win for OKW as most maps are long range focused along with LMG Obers arriving later to completely negate any push as JLI also have vision and other utility. Why is this obvious? Why should a more expensive and later arriving unit with a LONG RANGE focus lose? Airborne Guards are an AI focused ELITE unit with no utility outside of combat, why should this unit lose to a cheaper scout unit? Which unit should win long range against JLI behind light cover? So what am I wrong about? Unit performance is tied to unit timing, and as I have said several times JLI arrive to early for a unit that can fight mainlines and scale to fight elites. I think I was unclear in my wording when responding to your comment about Pathfinder timing. What I meant to say is it takes about 2.5 mins to 3.5 mins to reach CP1. That means JLI do not arrive much later than Paths, with a dedicated build it is easy to spam JLI. CP2 usually arrives late 5 to early 7 min window(same time gap), so JLI have plenty of time to start vetting before they have to compete with Allied elites. Yes it was broken when shocks arrived that early, but CP cost wasn't the only issue. If I remember correctly at that time Shocks could still throw smoke and HE with separate cooldowns and Guard LMG had Gren LMG performance. Instead of nerfing JLI so they would be less spammable, a significantly longer cooldown was given. So performance was known to be an issue but it was never meaningfully address. In: COH2 Balance |
Thread: Why does Overwatch(commander) exist?3 Dec 2022, 20:07 PM
My lack of response was due to us agreeing that they should not be spammable not that I agreed with any of the points that you made. 1. The fact that half the squads need to close in is a win for the OKW player. That means that the JLI and any supporting units are receiving less damage as the Allied units position themselves for better engagements. But, what about the long range focused squads as they cost more they should in theory perform better. Taking Airborne LMG guards as an example since I tested this one about a month or 2 ago. A 360MP, 100muni and CP2 unit wins by a significant margin when both units are out of cover. 6 out of 6 times with Airborne having 3/4 models remaining. The mere addition of light cover which I made using a land mattress with both units at max range as that is where they are both supposed to be used had JLI winning 4/6 times with a model or 2 remaining. Behind green was a stomp in favor of the JLI which I don't remember the Airborne winning once. I haven't tested Rangers, but I would assume they would lose also despite being a CP3 long range focused unit until they are upgraded with Thompsons. Point being JLI(and Paths vs Gren damage reduction) sniper weapon can disregard some of the strongest attributes of Allied elites such as Armor for Shocks or RA for Rangers. They have extended vision which allows them to react preemptively to their counter. 2. This point only stands for 1v1, in 2v2 and above there are players that go Kubel into 2 volks/2 JLI or sometimes 2 Kubel into 3 JLI. They have similar strengths so what works for one can work for the other. Any LV weakness can be covered by T0 rak, despite it being unreliable no one is going to keep their LV around as JLI can easily spot for it in the same way you mentioned Scott/Paths. 3. All this means is that the Pathfinders can do it more consistently, any dropped LMG will make a JLI self sufficient maybe even self-aware. Jokes aside, OKW has stock access to LMG Obers which will feed the crits for JLI. 4. It is only 1 CP it is not that much later. CP1 vs CP2 is similar time, CP1 vs CP3 is quite a distance yet JLI compete with those units especially if any light cover is present. And yes the Pathfinder lower XP is a problem and should be corrected but they also have lower vet bonus compared to JLI and most if not all other mainlines In: COH2 Balance |
Thread: sniper idea1 Dec 2022, 11:32 AM
I would leave the ROF alone and work from there. As it would be a total of 4 secs to pack and unpack the unit will die if caught off guard or misclick which is extremely punishing which can get pulled off quite easily depending on faction or commander choice. USF- Paths in cloak plus vision just have to wait for sniper to set up and will get the kill. M20 will get the kill as it has extra 2 secs to get some damage in before the sniper starts running. Soviets - Counter snipe, scout car, partisans would be great at this as they can move while in cover OST - Counter snipe, 222, cloak ability, stormtroopers have a bit more time to try and do damage OKW - JLI same as Paths, 221, kubel would be a bit more consistent, falls UKF - counter snipe, car, commandos For a lot of the factions, diving your LV will be worth it and it would work as an indirect buff to a lot of the cloaking units. In: COH2 Gameplay |
Thread: sniper idea30 Nov 2022, 19:35 PM
Fuck it. Command and Conquer Red Alert style Tanya/Boris unit. What could go wrong. Just give it a 2 sec set up call it firing position, can’t move only fire. Has a 2 sec tear down just like MG so even if you spam retreat it is guaranteed to take some damage from everything except maybe rear echelons. In: COH2 Gameplay |
Thread: sniper idea27 Nov 2022, 16:33 PM
I like the idea but it really isn’t a big enough tax. Snipers should be supported to begin with so the cone sight isn’t to big of a nerf. I would suggest taking it a step further and giving it a cone of fire similar to a maxim. So if a target leaves the cone of fire the sniper either has to pick a different target or completely reposition. To begin firing again. In: COH2 Gameplay |
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