WC51 dies to concentrated fire from anything. If you see it try to dive your kubel, don't do anything. If you try to backpedal, it will kill you. If you stand still and hit it with the full force of your sturm + set up kubel, it will die in seconds.
ok thanks I will try it out |
Hi
I have problem against this little beast in early game, SU crown car + fire arrive around when i got my first shrek which is manageable also i can sense it coming when I saw SU starting units so i will bring out an AT gun as 3rd or 4th unit. But WC51 is arrive from start when first fighting starts, I only have kurb + 1 volk and eng, or 2 volks + eng, I have nothing to fight this thing off, even my all my units are close together can't fight WC51 off in early game, also WC51 kill infantry quite fast, If i have kurb it can run into my units and killed kurb in the back then drive off with 70% hp left, and usually when first fight starts i don't even have the munition to put a mine yet. so any suggestion to fight this thing? |
Although it may be technically I warcrime, I recommend killing the medics first.
medic healing is not problem of FHQ i think, it is reinforce rate and defence aura, conscript reinforce so fast, and defence aura make it hard last longer than usual, but medic does op some time when it heals the guy by the window in the building, it happen to me once, it is healing my HMG crew in the building lol (good thing FHQ can't reinforce the guy inside it, which is weird but if that happens could be too OP, but i haven't use it in a long time, so might be changed. |
just gank up on the FHQ and push them off, then usually they won't have a chance to come back to same location, just waste of resource of building it, also FHQ is not a fall back location, it is push forward setup a defense to lock german at bay but once force retreat units around on it, the building usually never had a chance to help them again. |
Where did you see this? The changelog only says:
Changed the near weapon accuracy on the Stug G from 0.6 to 0.06
In the tuning pack([RELIC] July 21st Balance Preview) change notes
http://steamcommunity.com/sharedfiles/filedetails/changelog/477233943
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http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/67-coh-2-changelog?p=188333#post188333
July 14 Balance Preview
Few more changes being added to the Balance Preview MOD today from your feedback.
BALANCE
Rifleman, Volksgrenadiers, Conscripts, Grenadier
Now recieve construction penality modifers
Soviet Sandbags
Health reduced from 500 to 110
SdKfz 221 Scout Car
The SdKfz 221 Scout Car is now the SdKfz 222 Scout Car. It will come with the KwK 30 2cm Autocannon by default.
Cost increased from 210/15 to 230/20
Battle Phase 3
Cost reduced from 200/50 to 200/45
Heavy Panzer Korps
Cost reduced from 260/80 to 260/75
PTRS rifle
Damage reduced from 40 to 27
13 Bonus damage added vs vehicles
SdKfz 251 Halftrack
Battle phase 2 requirement to upgrade to the Flame Projector removed.
sandbag now 240HP and T34/85 price reduced
Update: Jul 16 @ 7:35pm
Balance update Soviet Sandbag health changed to 240 T34-85 cost reduced to 380/140 |
In my dream world OKW has linear tech and it goes;
T1 BG HQ: Uhu, ISG, Puma, Flak Trak ----> T2 Mech HQ: P2, PIV, JPIV, Stuka -----> Schwer Panzer HQ: Panther, Obers, KT
T2 would get a small price increase to 50 or 60 fuel as T1 is (already) free.
your tree seems great each HQ have their own blob counter, and AT and AI unit, but it could mean death to USF M20 or AA truck rush or flame car rush. allied fan boys will cry very hard for it |
It's not like your getting a regular PIV, you getting one with skirts.
still i will think all OKW player in the end will chose 1 of the two over the other, maybe p4 all the time for low cost or panther all the time for performance. we will see how the trend goes, i was thinking p4 in mech but then no one gonna use puma in the end if that happens |
Leig8 price buff is great for the new Maxim.
OKW fast Panther/P4 might be op vs USF.
but panther and p4 are in same building feels werid |
So if there is an MG in house + MG outside should I just forget about that fuel/VP until T2?
if enemy put 2 HMG at 1 vp or fuel, don't bother with it, he put 480mp or 420(if he use OKW) into 1 point means you had it spend on else where go cap more stuff which means you should able to win the map control easily at rest of map, each normal point give you 3fuel per min, also u can go around for the cut off make him holding fuel pointless, i also recommend hide your RE or a rifle at closest point in a dark corner, so if his outside HMG want to come out to cap something u can scare it to retreat. by the time it come back you should have m20 out already or AA truck not too far away.
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