Not the best game, got really one sided about mid game but was proud of my SMG Penal kills.
Looked at his commander choices, knew he was going Sturmtiger but I still went Airborne since I wanted SMG penals. Opened with engi/clown car/ X3 penal. Felt there was little pressure so I went for his gas, didn't see much going on so I assumed he was dropping 1 infantry squad to rush the Scout car a little quicker. I bled him as he pushed up on my car while keeping look out, I wiped a low VG squad on retreat and started to put him on the back foot. Got out PTRS penals and zoned out his car best I could while capping most of the map.
Got my SMG penals and caught a Sturm Pio with some damage and got the chase wipe. He snared me while I chased but I think he was caught off guard by the SMG Penal and tried to focus me down. He messed up and got to close to the PTRS squad and lost his car, I am pretty much starting to snowball with Dshka and LMG guards. I bleed him hard, I think I got 4 T34 before he got his first tank, lost 1 to Rak wall.
He keeps my tanks zoned out due to Rak wall but sends out his P4J to attack right side of map. MY PTRS squad was waiting behind some bushes and got the snare off plus shots. Used AT strafe to make sure it died but pretty much my Penal solo'd his tank.
I am now just bleeding him out when he attacks Victory points and force retreats with Katy. I later 4v1 his tank and win the game in time.
Thoughts:
IF you are very aggressive with Penal squad and give a high Vet unit SMG it can be the strongest SMG unit at CP2/3 timings. Obviously Shocks scale better but Vet 2 Penals with their increased accuracy along with Vet1 ability makes them potent in a clown car.
I dont know if it is just me but sometimes I feel the Dshka just sits there and doesn't fire, sometimes its a beast other times it is useless.
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Thread: 40+ kill SMG Penal7 Sep 2021, 22:18 PM
In: Replays |
Thread: USF and MP bleed6 Sep 2021, 12:17 PM
Just going off memory OKW and USF were OP when originally released. USF had weak tanks but AT Loiter and Rifle company made up for that. I loved OKW when it first came out, their tech structure allowed a JP4 early as hell. I would just make medic and mechanized rush out JP4 along with Falls doctrine. All bases cover and with good play you had TD out before your opponent got tanks. In: COH2 Balance |
Thread: I don't trust the official balance team.2 Sep 2021, 18:39 PM
We must be talking about to different games. In the early game at about 2 1/2 mins the first big skirmish happens which is started by the 2 Rifleman squads attacking 1 PF squad which leads to both players blobbing their infantry to the center of the map with 3 Rifles vs 3 PF and Sturm with USF full retreat. Before the skirmish they had similar map and Isildur starting to decap. The next decent skirmish is at 3min40secs with 2 PF vs 2 Rifles and 1 RE, with PF retreating. This must be the point that you are referring to. Now at almost 5 mins USF has made LT with MG on the way while OKW only had 4 units(3PF and 1 Sturm). No matter what units you have map control will be lost due to numbers. At 5min 50secs the FlakTrak hits and the first G43 upgrades about 10 secs later with HMG on the way. He then wrestles control of the map back. At no point was loss of map due to underperformance of early PF. He took a risk and devoted his resources on early shock of Flak which makes sense due to how well it synergizes with PF. Either way, I think we are in agreement that it is a bad design. In: COH2 Balance |
Thread: I don't trust the official balance team.2 Sep 2021, 18:02 PM
Seriously, stop exaggerating how weak they are to start the game. I understand you said that ELITE players can overcome PF weak opening yet you also said no one would ever go PF only. Zaney just posted a match between Isuldur and IncaUna and went full PF build which traded well EARLY with Rifles. Despite the fact that they cant build cover, have worse DPS and cost more he held similar map which he then used to leverage a Flaktrak so he could cover and start to upgrade his units. We are in agreement that the unit composition in regards to DPS is the issue(G43 models) but the argument that they start weak so they need to be strong later makes no sense. How long are they "weak" is it until they get the G43 upgrades? Is it when they get Vet? The unit can usually start upgrading at 5-6 mins from start of game. Even games can go from 20-60 mins so it spends a fraction of its time being weak and most of the time overperforming. If it is with Vet, all they have to do is join the horde and earn some easy Vet. By the way the game is a fairly good watch up until MID/Late game. I think it shows how bad Rifle company scales along with the Stuart which I think has to do with lack of decent indirect. In: COH2 Balance |
Thread: USF and MP bleed2 Sep 2021, 03:35 AM
the bleed is only about the late game. At this stage anyone with access to elite infantry usually has a few squads. So what you are saying is true, it just doesn't help at that point. Nerfs would do more, but then we have a problem with elite infantry not fulfilling their role and then is it just some discriminitory okw nerf or axis nerf? Fighting shocks, commandos, gaurds, and paras are no picnic either. I think this is why coh1 had upkeep upgrades for USA. They knew usa was going to lose the efficiency war in that game. knights cross could get to unkillable level just like obers, the best you could do is make them retreat if you can't 1 shot them with arty or a vehicle. Even then you need to outnumber the squad 2 or 3 to 1 and you will STILL take severe losses. So the upkeep change helps, I don't know how well 6 man rifle squads are going to sit with the community and then there is the issue of getting pop capped, which happens to me a lot. The pop cap is why efficiency matters, you need to be effective with your 100 cap. Instead of 6th man what do you think about a Rec Acc reduction of 5-10% for all infantry. That way they become more efficient and doesn't promote only Rifle builds. In: COH2 Balance |
Thread: I don't trust the official balance team.1 Sep 2021, 14:24 PM
I just want to point out that the website hasn't been updated for any of the 2021 patches. I don't believe it changes OKW and OST too much but Allied infantry has changed. In: COH2 Balance |
Thread: I don't trust the official balance team.1 Sep 2021, 11:42 AM
Assault Guards and Airborne Guards without upgrades are literal penal squad levels of damage at CP2, reg guards are penal with 2 PTRS so yes they are weak for their timings. They are literally designed to be upgraded. Paras get slightly better guns and 1 more man than rifles but cost significantly more and come at CP3. At that point your vetted Rifles would be stronger to significantly if they have Bars so the only point in buying them is to upgrade them. Your are vastly exaggerating how weak PF are to start the game, both Isildur and Kimbo used a 2VG/2PF opening against USF and both won decisively. They did it in the AECOH tournament, which leads me to believe that these ELITE players thought that the "weak" start was worth it for later gains. EDIT: Rewatching, they both also upgraded their PF squad first my guess being other than DPS the extra 7 sight helps immensely when screening for the FlakTrack. Truthfully, I find Obers easier to deal with as a T1 Soviet player and USF player. I can focus down Ober squads and if caught out of position they have no snare. However it is impossible to focus down PF blobs due to the way the unit DPS is constructed along with extra long snare and sight. In: COH2 Balance |
Thread: I don't trust the official balance team.31 Aug 2021, 21:59 PM
That not a real weakness since it applies to several units. Grens, Guards, Paratroopers are mediocre to bad without their upgrades. They are designed to be upgraded which allows opponent to make decisions on how to counter. Yet PF also get added utility which allows mixing with VG early to work around their "weakness" and similar cost allows OKW to completely forget about VG later. Also according to some forum members, OKW is designed to upgun to Obers as the game progresses. Not having to do that is a massive strength by itself. In: COH2 Balance |
Thread: Viability of Assault Grenadiers opening into 22231 Aug 2021, 01:17 AM
I am actually a Soviet/USF player, tried it out due to having issues countering the build. If your opponent expects you to go ass gren clown car and WC will bleed you. However, WC51 needs muni to be able to do damage so if they rush it out first you have a chance to push them hard since they will be down on firepower. Try not to overextend so they don't go for a wipe on retreat. With mechanized if you can keep extreme pressure you can actually get the PGren in clown car without having to go to BP1. Against Penal builds it is extremely good due to their high initial and reinforce cost along with lack of snare. When sprint gets added back it might actually make it OP vs Penal builds. |
Thread: Viability of Assault Grenadiers opening into 22230 Aug 2021, 19:01 PM
The new beta will actually buff the build a bit. Sprint will be available without BP1 but will cost 20 muni. That will help a lot with closing the distance in early engagements. With mechanized if you do well fuel wise you can get Stug E after BP2. Against soviet T1 it can be extremely punishing as long as you support it against PTRS Penal and Guards. USF LT doesn't have a great counter so it will bleed them fairly well. |
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