I had a lag/bug at the end of the 2v2 I just played. One opponent quit, and a few minutes later the second one quit
For some reason, the game didn't end when the 2nd person quit. It took like 90 seconds or so for the game to end even though both players from one side had dropped
Samething has happened to me in 1v1. Player quits, takes about 20s after for the game to say player killed |
I started off with my usual build for airborne commander, 1 conscript 3 penal. He was spamming rifle grenades and didn't upgrade his infantry which led to him getting beat back. He kept complaining that I was spamming which was weird to me thought it was a normal T1 start. At the end of the match he rage quits talking about brain dead spamming and smashing his head against a wall. Kind of funny kind of sad. |
Killed/heavily damaged several Ost T3 tanks with strafe. Seems a little strong when it hits but I do usually aim for rear hits. |
Agreed, for 280/90 it does it job extremely well, at the end of the day I think I need to learn how to use Panther's. I just really wish when they designed this game they made StuG III tier 4 Tank Destroyer for 460/140 or whatever. I don't love the StuG, but it was the Germans best TD of WW2.
What commander do you like to use? That would help greatly depending on map and situation. Based of your original post you said 2-3 Stug with 2 PG for flanks. If those PG are upgraded with Shreks that is a large amount POP that is AT only. Based on that, I am guessing you have a more defensive/turtlish style of play. Maybe look for a commander that has AI loiter, it could possible for mass retreats so you can push and screen for your Stugs.
Another option is to keep 2 Stugs and tech up for Brumbar, unit is devestating vs USF and could force them to attack out of position to try and eliminate it. |
Apparently merge makes SOV engie with a sweeper a decent combat unit.
Perhaps one of the possible approaches is to give a unit with minesweeper shared vet. Especially this is an issue for OST and SOV.
Shared vet sounds great for SOV/OST, OKW doesn't really need it. USF would be kind of funny, RET can still pick up 2 zooks with the upgrade so they could VET up quickly. It could even lead to meme builds, several minesweeper RET with early bars blobbing around sharing that sweet sweet VET. |
AT satchel and Sprint a combination that should be avoided...
It's an easy fix, just make them share a cooldown. Like 20secs or so, that way that can be used in conjunction. Or just give rifleman the 3 Thompson upgrade. |
I think that the Easy 8 performs quite decently for its price. Especially by vet 2 it really becomes a "mini panther" with focused gunnery in my opinion. So far I have been using both the new 76mm and the Easy 8 and somehow had even better results with the Easy 8 in countering Infantry. Maybe the commander upgrade has an hidden nerf to the aoe to balance it our, because in this thread there's people that could swear the opposite of what I witnessed
On a side note. The M3 halftrack slot could be bundled with Cavalry Riflemen to make the commander per se more appealing. Cavalry Riflemen are in no other commander than Mechanized company. They synergize well with the M3 and they are still "riflemen" so Rifle Company is still the most fitting commander. Mechanized has it bundled with the WC51 and I also hate this inconsistency. Or the M3 could be bundled in the Easy 8 slot as "Armored support group" to make room for Cavalry rifles
I have been saying that for a while, fire up would have great synergy with calvary rifleman. |
You think that ATG will just sit there while shells land around?
I don't know if you are fully aware of it, but moving ATGs can't shoot.
Make it move, then move in with what you've got.
But yeah, I do agree, mortars are pretty lolzworthy in coh2, given how they were responsible for most killed and wounded in ww2, even outshining the ever present artillery.
It was actually a legitimate question, I don't know how to use the cheat mod/tester.
It would be nice to know how long it takes with vision, no vision when the unit stays still. Maybe an increased target size vs small indirect fire so that it doesn't necessarily wipe but takes consistent damage so the user has to think about retreating and healing.
I agree that mortars are a joke mostly, hell maybe even rate of fire can be increased for all so that it isn't an afterthought. |
I went T1 advanced warfare. Using 3485 killed 2 tigers, 1 king tiger, and 2 P4J with one of the P4j captured. Comeback on the back of the almighty Katy, down ~ 350 to 18 points and ended up winning. |
Thanks for an actual response and not a stupid meme post.
I think you could apply this logic to any faction with non-doc artillery though. Panthers with stukas/panzerwerfers, t34s with katyushas, etc. I don't see how giving the US an expensive non-doc artillery unit makes them OP.
If the calliope is what makes this not possible, what about replacing the Scott with another unit (maybe the 105mm sherman) and making it a CP call in?
I think the main issue would be the Jackson zoning out the Panther and the Calliope could actually destroy both stuka and panzerwerfer in a lucky barrage due to area and volume of rockets. It would require a lot of rebalancing.
I have been playing a lot of soviets lately and the t3476 is straight trash, that is not going to stop a tank kiting the Katy. The stock mines, conscript snare, penal at satchel are what would make people think twice.
I would like the 105 to be stock, the Vet1 ability would allow for more consistent bunker busting compared to the Scott. |