I will respond to scorched earth policy since I have been using it lately.
You are thinking and using it wrong. You should be setting it up on important enemy flags not your own. The damage is a nice bonus but the meat of the ability is a minute or more of being unable to recap. So if you get the enemy gas or cutoff they are screwed for a bit. Do they keep the unit around until they are able to cap or commit to somewhere else. Also, it only stops resource generation when triggered.
The ability is cheap and annoying as hell, booby trap is nice but its good to see different things so the game doesn't get stale.
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Thread: Unit & Ability Feedback17 Jul 2021, 15:31 PM
In: COH2 Balance |
Thread: KV1 with B4 for comeback13 Jul 2021, 21:33 PM
Decided to try this commander again, played with it once didn't like it but wanted to give it another try. Went with Conscript, T1, Penal , clown car opening for decap and scouting. After a early decap of enemy gas got caught out of position by enemy Fussi, byebye scoutcar. Kept testing his gas with my penals and eventually made shock trooper. Little did I know he went for luchs and inflicted some bleed on me along with wiping a Penal with a lucky nade. Against my better judgement I made a T70, which I suck with, and tried to do some bleeding of my own. He in turn makes puma and kills my t70 after I am caught out of position. At this point things aren't looking the best, he has infantry and vehicle advantage however he isn't making the most of it so I am able to beat him to the first tank. I am able to hold out to a KV1 and am the first with med/hvy tank out. Slowly able to use the tank to inflict loses and push him back while I build my MP up to make 2nd KV1 and B4. From there he doesn't really have an answer for me, the KV1's are able to bounce some hits and keep him in place while B4 damages and suppresses. Eventually, I catch him out of position probably due to chaos of artillery and destroy both LV along with Jagdpanzer. He decides to make a Jagdtiger which isn't really able to do much due to constant repositioning caused by Recon flight and fear of arty. He makes a Panther and decides to push, PTRS penal satchel and B4 punish him along with KV1 rush. His panther survives but at this point my KV1 have all survived and 2 are Vet3. I whittle him down more and win. Thoughts: I understand why people are so emotional about this commander. B4 suppression area is wide as hell and recon flight allows one to get the most out of the B4. KV1 works great with Penal/Shocks, less micro is required on tank so allows better infantry play for lower level players such as myself. Mother Russia works great with Penal shocks, was able to chase down tank destroyer and satchel it along with just being able to catch enemy out of position due to recon. This commander has all useful abilities and frankly a little too strong if you ask me. Each match is different but it is easy to see why the commander is picked so much. In: Replays |
Thread: Airborne Soviet vs OKW13 Jul 2021, 21:11 PM
Decided to use my favorite commander, I know its not the strongest but for me it is the funnest. Started with conscript for early capping with T1 for penal and scout car. Once scout car was out I killed his kubel and went with some decapping and more penals. Pushed him back hard and controlled/contested both fuel points. Once I got 2 CP airdropped weapon crate and dshka. At this point early concript is paying off with crewing/merge to help with mp bleed. I then used favorite mainline(PPSH Penal) for clown car antics and eventually found his schwerzer in middle of construction, shot it and finished it off with satchel. At this point game is going heavily in my way with m5 quad providing mobile suppresion on one side of the map while dshka does the other. Later got lucky and found his building again, shot at it with t3476 and yolo'd my clown car to throw a satchel and finished it off. Game was pretty much over at this point, I would poke and prod his infantry with my t3476 while katy did heavy lifting. He did manage to destroy one but i was so far ahead in gas I dont think he wanted to risk his only tank. Go him a couple times with AT strafe for good measure but no kills with it. Overall, I think it is a fun commander that is a little different from the other soviet. At strafe is a little to strong if you do get it to hit on the rear but it does take quite a bit of luck for it. Maybe make it twice as wide but half the damage so it is more consistent but not overly punishing for MED tank users. In: Replays |
Thread: OKW - Trucks and Attacking Style 13 Jul 2021, 14:29 PM
What mode you talking about? In 1v1 its probably to keep pressure up, not sure why in team games especially if a player goes for penals. In: COH2 Gameplay |
Thread: Gren blob vs Penal13 Jul 2021, 14:27 PM
Went with usual 4 penal to commissar build due to pure gren opening from opponent. I guess he didn't realize that gren start weak compared to penal and proceeded to blob his gren to beat me. No big deal once Commissar hits the field, buffs and fear propaganda help a lot. I was in control for most of the game, had unlucky bounces/misses with t3476 but like I have said before live t3476 die by the t3476. Nothing special aside from the guy complaining that I was blobbing. Cant say I wasn't but he started it just did a horrible job of it. Thoughts: G43 gren blob seems to be a lot more potent then LMG blob. G43 can get retreat wipes while I don't fee lmg grens are as consistent. Panzer Grens are beastly up close, got a penal squad wiped and almost a 2nd one fighting over a decrewed mg. Stalling for heavy tanks seems like a bad idea, so much map control and pressure is lost unless you are already dominating. Doesn't seem like comeback card it used to be. For anybody who watches did you think I was living that blob life? In: Replays |
Thread: Commissar Penal vs Puma12 Jul 2021, 03:06 AM
Started with Penal then clown car build, noticed he made kubel wagen so chased it down to prevent back capping. Went with my normal 4 penal build to commissar. I have been terrible with t70 so went with m5 quad to suppress and keep his decapping in check. Opp made Batttle groupe and then went mechanized and decided to build a puma. Since my clown car was still alive I decided to use my quad as bait and catch him with a ptrs clown car. Would be a good trade for me since my t3476 would be unopposed once it hit the field unless he made another Puma. Started to pressure him with decapping and Penal with commisar buffs along with fear propoganda, got a couple wipes and steam rolled from there. Some thought: I really like the commander, all the abilities are useful and have a place although KV8 is probably better for team games were team mate can make up for lack of at. Radio intercept I feel works great with T1, allows you to know if LV is made so you can proactively get PTRS to counter. IF you can keep your m3 alive even better. Commissar is really good unit with great abilities. Behind green cover, Penal with buff can trade great with any unit. I try to use a Vet2 against elite infantry due to already having bonuses. Against mainline I like to buff lower vet squad since they can drop enemy models quickly to vet up. Didn't use scorched earth this match, however in my prior match I got enemy cutoff with it. Ability doesn't do much damage but the inability to decap for about a minute throws opp off balance. AT overwatch helps shitty T3476 deal with heavier tanks. In: Replays |
Thread: E8 is still trash9 Jul 2021, 18:10 PM
Exactly, it is in my loadout picked a couple of times and just to lazy to take it out. I usually go airborne or one of the cali commanders due to them giving something useful. Airborne: can skip tech but still get mg or AT along with ELITE infantry, Paths can screen and set beacon Urban: Elite infantry, flame nades that dont need to be teched, Sherman upgrade Tactical: LMG, LV without having to fully tech up LT/CPT, AI strafe which can do lots of damage Rifle doesn't really let you do anything different or really give you anything you don't already have. Could at least give me a gimmick, Advanced infantry training gives 3 weapon slots to Rifles. On a serious note why not just use the base Sherman and just buff it for E8, has toggle for AI/AT with better stats along with armor. No Radio net to not repeat 76 spam meta, keep focused gunnery so that it hits back against heavier targets. In: COH2 Balance |
Thread: Commissar Penal9 Jul 2021, 17:32 PM
Went for a penal build with commissar commander, saw enemy had no PF commander so went for early clown car for decap. Dominated early game with triple satchel destruction of Battlegrouppe and later same thing against Panzer building. Used early lead to rush T3476 however enemy didn't give up and clawed his way back. He eventually went Falls and forced multiple engagements his way. Later on killed his P4J but couldn't destroy abandoned tank which he fixed and ended up getting 4 stars before I finally killed it. He got a King Tiger which I prodded but couldn't get out of position until score count got low and he was forced to push. Destroyed with AT overwatch. Overall good game. Observations: Katy with fear propaganda is GOD tier T3476 bounces whenever you really need it not to. LOL Flame tank bounces but is really squishy. I always build it and regret it. Takes to long to repair, bad range, slow and can be easily snared. Great AI but with a lot of drawback. Getting better with Commissar, great unit with good abilities although very muni heavy. In: Replays |
Thread: What’s the point of Stuart8 Jul 2021, 20:54 PM
I feel Stuart against Ost is a waste, your wasting significantly more gas to stop a pretty crappy unit. Hell, the 50 cal can do damage to it even without armor piercing bullets. Against OKW it helps against Luchs, Flak track and can catch a Puma using its abilities. Problem is it has limited use and doesn't really excel at anything. What commander are you using? With mines it can come in and quickly kill snared units, pathfinder can screen for it and cav Rifles can set it up for easy kills. In all, I would say use it as a support unit not as a "feature" unit or a spearhead it will only disappoint. |
Thread: Commissar: How do you use them?8 Jul 2021, 20:32 PM
After using the unit for a while I think Penal behind cover with Fight to the Death and any MG with stand your ground are the best uses of the abilities. Stand you ground sounds great until you try to move so a stationary unit like mg is perfect. To the death beats back PanzerGren reliably if you are behind green cover, with support you can wipe fairly quickly which usually catches the opponent by surprise. I have played a few games where catching a blob with the Fear propaganda can lead to hilarious results with a quad. I would chase them to base and pin them in base allowing me to capture points and setting traps with mines and scorched earth. Late game a blob forced retreat with Katy is devastating. Commissar Squad (New Unit) This new unit represents a formidable combat and utility squad in keeping with the doctrine's theme. -5 Man Squad: Commissar Officer armed with a pistol. Commissar escorted by three Guards Riflemen wielding SVTs, and a medic wielding and SVT; medic does not need to be alive to provide healing. -Costs 2 CPs and 260 Manpower -Ability one - Stand Your Ground: Grants a targeted squad -30% received accuracy and -10% received damage. The squad cannot move unless told to retreat during its 20 second duration; shares a cooldown with Fight to the Death. Costs 0 munitions -Ability Two- Fight to the Death: Grants targeted squad +20% weapon accuracy and 0.5 cooldown. Increases incoming weapon accuracy by 20%; shares a cooldown with Stand Your Ground. Costs 0 munitions. -'Stand Your Ground' and 'Fight to the Death' cooldown set to 30. -Ability Three: Propaganda Barrage: Calls in a small barrage of 4 shells that is similar to Fear Propoganda. 45 munitions -Ability Four: Able to heal nearby infantry within 15m when out of combat which matches Infantry Section medical kits; 30 seconds. 20 range. -Now able to throw grenades; same grenade used by Guard Rifles. -Squad received Accuracy set to 0.87 -Conscripts can no longer be merged into the Commissar unit; prevents a bug where Conscripts would be armed with the officer's weapon. -Can no longer recrew team weapons |
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