General Information
Register Time: 14 Aug 2013, 23:10 PM
Steam: 76561197970841350
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: Cruzz
Roses are red, violets are blue, I'm stuck on the eastern front, and so are fucking you.
Ostheer definitely has the best lines, even if the delivery might sometimes be a bit off. Not really a fan of either OKW or USF, voted USF for worst because the lines you tend to hear the most are rather annoying from them.
The fact is that ostheer grens cannot be played through spam anymore. To be efficient as ostheer in startgame you currently need everything from T1 (except snipers - anyway germna snipers were allways shit).
It's quite riscky for ostheer in startgame, but what's new? Conserve your infantry, and you'll be fine, lose one-two squads and you are doomed. That's the problem actually. For soviets, the penalty is not that serious. But this problem persists since COH2 was launched.
On OKW side though, you are using volks+sturms+kubel anyway, so the fact that volks are a little shitty it doesn't really bother me.
I only got to top-10 with both by spamming grens (one MG42 as support at most) and volks (no kubels because I'm lazy and don't want to micro, nobody plays USF anyway), clearly this is totally unworkable
I'm not sure what crack people are smoking to make them think volks or grens are weak, and I'm not sure I want any either, that stuff is clearly too strong.
For German units yes, but not for Shocktroops and maybe also not for Conscript veterancy... didn't even know they get armor with veterancy before I saw this thread.
They don't. There is one single infantry squad in the game that gains armor through veterancy now, and it's german. Can you guess what it is?
There's an incremental accuracy modifier for small arms which increases accuracy by x% for every infantry model in a y radius around the target. Currently this is enabled on most machineguns (not the light variety), but is missing from every weapon used by infantry that isn't a HMG. It's not a huge effect by any means, but it does mean there is a minor damage taken increase for blobbing up against vehicle MGs and infantry HMGs.
I have so many memories of épic battles IN COHO, WITH HUGE COMEBACKS and reversals ... You rarely see them IN COH2 (4vs4). Well you do see them sometimes, but the comeback is generally made by the axis.
As someone who played a bunch of teamgames in COHO and was fairly high rank in coh1, I'll just say the balance in COHO was HUGELY in favor of axis in all modes...even more so than COH2. If you had fun and interesting games there, it was because you played against people who couldn't figure out what parts of the game were completely and utterly broken (using broken axis hero units to immediately push allies off map, then using blitz flares to win every single engagement for the rest of the game, for instance)
Im glad you read the post.. I said it was one of my favourite parts of COH, the critical system in COH was great - especially on the vehicles.
Glad to hear, I absolutely hated it and wish CoH2 had done even more about getting rid of the ridiculous crit system.
Like I said tell me the outcomes of the battles above - you cant. Because no one can, I have often seen engineers kill a gren before they get a casualties themselves. This is in 1 v1 fights and not in green cover.
And I haven't. What I mostly see is when combat engineers are in yellow or green cover and some hero starts rushing in his grens through no or red cover against the engies, the engies will usually win.
In COH there is no chance in hell that a builder unit would consistently be able to kill mainline infatry in a stragith 1 v 1 fight - now add in more units, and worse game design and you get the RNG in coh2.
Sounds like you never played the same game I did, US engineer spam against PE and Wehr Pioneer spam against Brits both were far more dangerous than CoH2 builders (not counting Sturmpios which are "special")
Take grens (4 men) vs Cons (6 men) - now you talk about "assymetrical balance" but in 90% of the cases its better to have more men than doing a bit more damage - thats not balance.
Amazing how wrong you can truly be.
I mean a full health squad can lose a man in one shot
No, they can't. Now a single model can be focused down by the enemy squad, like all 6 conscripts firing on the same infantry model, killing him instantly if 5 out of 6 conscripts hit (fairly rare), but this again was EXACTLY the same in CoH1 except there every shot did have a chance to do more damage through crits.
Repeat after me: there are no crits* in small arms combat in coh2. There are no crits* in small arms combat in coh2. Small arms crits are one of the things they REMOVED RNG wise.
*Pathfinders and Jaegers kinda have them, but theirs are 100% chance on hit, so doubt you're complaining about that.
Basically the overall outcome might be easy to guess, the way it plays out is completely random.
You expect to know your units performance, what you should do not just sit back and watch completely random events - in game its always different, thats not how a good game works.
So I take it you think Coh1 was also a bad game? Because, you know, it actually had small arms criticals. And an even more convoluted low health vehicle crit system than coh2.
Target weak point is a very strong ability, but i still dont get the deal why the target weak point for pak 40/pak 43 is different than target weak point on tanks.The TWP on tanks tracks other tanks. TWP on the AT guns targets the ground where the tank once was. What is the deal with this?
If you can't figure it out, I'll tell you why:
If TWP worked like tanks, you could oneshot allied tanks without the player being able to do anything. Let PaK fire off one round, immediately activate TWP, PaK will also immediately fire after it because TWP is in no way tied to reload of the primary weapon, and it will fire a fourth time before the stun wears off. Any non-doctrinal allied tank dead just from showing up in the firing cone of a single pak40.