Wellll..... he was very abrasive and loved to argue everything. Also just spam posted every single thread. Like some weird addiction. |
Well the flame arty doing good damage to OKW trucks is quite nasty. Overall I dont think the doctrine is too bad, you mostly just have to range the AVRE out with tank destroyers. You can probably more safely get rocket arty to hurt their inf as they may have less ability to try kill those units.
The early UC, you just need to blob, and use cover, possibly a bit more annoying as Ost, but you can probably use a couple MGs with grens covering for fuast until you can get 222. |
very true, you should be aware of what you are going to have to retreat through. Sometimes you need to soft retreat a unit a certain way to try give it a safe retreat. Or other times you even need to hide a low health unit while you try clear the enemys units off their retreat path |
More complicated than you think.
Firstly having a good feel for where and when the enemy is. Are they flanking you with a blob? etc. This comes down to experience and good game sense. But also scouting is important, having units giving you vision to give you advanced warning of being out manouvered (some units have abilities for map hacks like OKW Kubel).
Over extending is also when you are most likely to be wiped, obviously due to longer retreat higher chance of being flanked.
When you are getting lots of units and your micro is probably getting overwhelmed, get in the habbit of putting some units in strong defensive positions while you micro some intense stuff, like a tank push, that can help avoid units just blundering into danger.
Secondly to that point, use attack move a lot. Simply so when units encounter enemy, they stop, preventing them getting too close into a range they would get wiped faster when you are not watching.
Blob. blobbing can help you focus your attention on more units at once = less likely to lose them. You just have to be ready for counters e.g. rocket arty.
Any squad that has access to larger squad size upgrade will obviously help its survivability.
Dont just watch how many models you have, but the squads health. a 5 man squad can get wiped quick on retreat if all the models are low health. |
+1 to Rosbone's post, sums it all up really.
COH2 did used to be a mess, and took quite some adjusting before we got to where we are today. Theoretically, in coh3 if counter blob abilities can be buffed, forward healing and TTK tweaked, it might start to feel a more enjoyable game.
Fair point from Hannibal, I wonder if its ever been considered to have slightly tweaked abilities for AI skirmish Vs MP modes, its probably too complicated to implement, but would be cool if you could keep all the big boom stronmg abilities for casual players, but have them much toned down and balanced for MP. |
I like a PG with camo, acting like storms near a point, wait until single enemy unit has almost finished decapping (their attention will be elsewhere), then bundled nade out of camo. More instantly devastating and easier to use than storms imo.
Its also not entirely uncommon to see good players occasionally do MG42 spam to shut down half the map early on. |
I think they dumbed the game down in an attempt to make it more appealing to more people / more accessible.
COH2, and COH1 was hard to learn. I think the strong communities in these games with high skill ceilings, find COH3 bland. Its less of a challenge while also harder to pull off really brilliant plays against your opponent.
So it just feels boring to play by comparison to COH2 |
Bit of a late reply but, generally against assault troops, I think its good to spam mainlines and blob up, so you can do good damage to them from afar, make sure to not get cut off on retreat by them, try prevent that happening to your team mate also and retreat if they get ontop of you with too much health in tact. If they are charging right upto you, you can even throw a molotov into their path, which may force them to go around and waste time/DPS.
And then yes probably guards are going to help you boost your DPS, while providing a soft counter to the inevitable 222.
MGs are dangerous due to risk of being flanked and slower to retreat and Ass grens have nades that hard counter them.
If you went T1, a scout car is always useful to kite them with, you may get the chance to chase and wipe (with a flamer), also if they do have an MG42, they have less snares, so M3 might have more freedom. |
If its obvious, send it anyway. |
Absolutley, COH2 2v2 is alive and well.
COH2 just seems livlier, faster paced, yet longer and closer fought matches.
COH3 feels like it will never achive that feeling. |