A couple of Soviet things I've found help on the horrible North Langreskaya Winter start with T1 -> T4.
1) stick a mine just above the hedge by your cut-off... a lot of Ostheer players get tempted to try and flank your sniper with a scout car from that direction and.
2) wiring shut the fence on the far side of the central VP both A) stops an MG moving up direct from the centre to your cut-off because they can't vault and B) extends the retreat path for German infantry giving snipers a better chance at squad kills. Your own squads can just vault the fence when they're moving out over it.
Still unlikely to win the map if your opponent knows what they're doing but it does make it harder for them to put the killer pin on.
yes! I may try these tactics and uncheck langres on my veto-maps when playing as russians!
I find sandbags and mines are more important for russains than germans. Especially in the first 5 mins of the game. |
So then my question is, why the eff would i NOT choose 3% acc.?
what are the benefits for choosing reload speed & cool down? (since accuarcy is that critical and game changing).
Also, based on how vauge the bulletins are, i would think it would relate to upgraded weps and "cool downs" might better affect LMGs, g43s and PPSHs as they guns tend to have an animation of a mini-reload (or at least from what i remember the LMGs do reload, sometimes). |
Well this would make sense but may I ask why? It can't be because of the size? Or why then the new map is also for two players, that's really small and intense map.
probably because langreskaya has more open fields compared to 'Road to Karkhov'. RtK has alot of blocked Line of Sights from hedges, buildings, walls, haystacks, etc.
That being said, I feel RtK shouldn't be a 2v2 map either, as its too small to make a comeback if you are down on map control (because of the brutal cutoffs). |
1+
+1, as well.
#1 being input delay. This input delay has costed me ALOT of games.
The reason I play COH2 is I feel it is slightly more balanced then COH1 (lawl brits vs Wermacht, kettengrad/Jeep-Pushing units off capping, and no 'fired up').
Plus, I do not know why Relic changed the DMG reduction on retreating squads from COH1 to COH2, it was perfect in COH1 and now it is almost non-exsistant in COH2. EVEN Dawn of War 2 had more dmg reduction on retreating and it made sense because melee dmg did 'more'!
It is funny, the more I Play COH2 the more i feel they did not use a single line of code from COH1; it's like the programmers who made COH2 started from Scratch and TRIED to implement everything from COH1. Thus forgetting and messing up alot of things that were GOOD about COH1. |
Flame weapons work quite nice against bunkers. Try to burn them with engineers or plant some charges as suggested above.
haha, I can see the Fear on myself, and my enemy, when we are battling at North Langres, at the cutoff, and I flank my engi squad to build a demo charge on top of the mg42 nest:
"COME ON! COME ON! COME ON! (building demo charges)"
"OH SHOOT! OH SHOOT! OH SHOOT! (clicking like crazy to move grens to bunker)"
flamer-clown car flank can be helpful but, need to go with conscripts to deter gren's-fausts. So pretty much, don't attack head-on-into it; but obviously, easier said than done as i too have trouble against bunkers sometimes.
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I agree with 'no Faust', as flamer-Scout-Cars & Conscript molotovs would be a decent counter to them now, as it still deters building play.
As for Trenches, yeah, how did that get past testing? they should NOT be able to be built in enemy territory, they are effectively mini-buildings. |
You have to spend fuel to get molotov, the germans have to spend fuel to get BattlePhase1 to get LMGs (and rifle nade? I forget at the moment). Therefore, most likely, soviets will get molotov before BP1.
Now, yes BP1 is Teching and is moving the german player to the next teir and "has to do this". Then, my argument is: you do not HAVE to get molotov. If you capp aggresively and make your opponent move and make a quicker T1 or T2, you have the opportunity to save your 25fuel, using it for a quicket T1/T2. Now, this is a different tactic and as molotovs do help in Building play (as there are not many things that remove inf from buildings, especially as germans [but i guess that is why mortar shots can crit buildings into collapsing]).
Now when the germans do get BF1 and start nading and LMG'n you to death, then I agree with "Zero7": Getting a ppsh upgrade, HTD, Shock, guard, and even mortor will help against the investment the german is putting in their grens.
I am kinda getting tired of the Conscripts v gren matchup posts when they are almost completly even in dmg & abilities; and IMO, Conscripts are ALOT more "versitile" and not just straight dps (commander abilties make their play alot different than, LMG for EVERYONE! [oh and maybe g43, lawl]).
Also, sandbags are awesome; I myself and my most recent game against a soviet, built sandbags in a position on both fuel points to where he maximized the use of them. When defending/assulting the fuel point,the german player, nor I, could not get equal cover, thus losing in a fire fight or "wash" in a LMG v. Green Cover fight. |
I love this tables and i was so excited to see you updated them for the new commanders/patch.
Can i ask a request? Would it be possible to put a very subtle marking to show which commanders are "DLC Only" and which commanders are "Free to everyone" and which commanders are "Free if pre-ordered"?
I usually check the tables on my breaks at work and try to best fill my build order with the commander option. Then, i forgot which commanders i have access too
If it sounds too confusing, if i'm the only one, or "not worth the effort"; it is s'okay.
Once again, these tables are so good! Thank yoU! |
At this point with your ideas, why not just make commanders CUSTOMIZABLE!? you are given a set "point system" similar to COD:Black Ops2.
Thank being said, parameters as not having "4 (1)CP costed call ins" can't be possible or you can't have Guards & Shocktroops in the same 'Commander'. (for example: I feel your most recent 'german inf.' commander is WAYYYYYYYY too powerful early game and WAYYYYYY too weak late game.)
However, if you make the commander customizable, you can take the "risk" of creating your commander to be good early and bad late or vice-versa.
This will never happen because YOU PEOPLE buy DLC comamnders and relic can charge them at rediculous prices and make a boat-load of money
But, if they do implement that, now they can charge you for abilities! DO-HO-HO-HO *OldmenfromJimHensonMuppet'sLaugh* |
Secondly, the best type of AT to deal with the T-70 is definitely teller mines. Now I know you want the munitions used for that to be given only for the lmg upgrade that grens have, but in all honesty if you really wanted to take care of cons/other infantry all you need is one halftrack out with grens surrounding it, so that way you can constantly reinforce your gren squads when dealing with Shocks or multiple cons(9/10 you will win the engagement). Now if the Soviet player is constantly getting inside of buildings the easiest way to deal with that is get a mortar out/ignore him and cap other points(specifically his cutoffs). Now getting back on topic make sure to place the teller mines on roads/paths where he is most likely going to cross to engage your infantry.
Thirdly, to prevent the opponent your playing from getting T-70s early game always go for his cutoffs that connect to his fuel points, because without fuel he can't make T-70s as quickly as he wants to, and is also forced to stop you immediately if you do this.
Fourthly if you can't wait to build your T3 and he already has a T-70 on the field while you're about to build the T3 building/building it, you also have the option of calling out a Panzer 4 Command Tank(you should have the cps by then) This will also ultimately counter the T-70 effectively instead of getting fast t3.
From what i found mortars take FOREVER to dispurse units out of buildings but, i will consider it. Plus, "ignoring his building play" makes my enemy do the same thing i'm trying to do to him, cut off his points. With this happening, i found it almost impossible to retreat as his units from his cut offs are protecting them and the lone units decapping mine have a possiblity to take out my retreating squad.
i never thought of p4 command tank, if i'm in a good situation to call one in with CPs I will definately consider doing that!
I will try the tactic of Half-track "push" while setting up teller mines on important roads/choke points.
Thank you guys so much for your help; I'll let you know if these tips will work well for me. |