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Thread: Mass RE army with Bazookas12 Jul 2014, 02:48 AM
I think I went a bit bazooka crazy. In: Replays |
Thread: Fighting Positions12 Jul 2014, 02:09 AM
Easy enough to avoid though and hop right back in.
Here's another game with more fighting position usage. I place them strategically so that I can move any nearby squad into them as needed and basically deterred him from going anywhere near the bottom half of the map. |
Thread: No Riflemen? No problem. Fighting Positions are for fighting12 Jul 2014, 02:08 AM
Fighting positions are pretty damn useful. In: Replays |
Thread: Official Obersoldaten OP Thread12 Jul 2014, 02:06 AM
Fall's cost 440 mp, divided by two is 220. Divided by 4 is? In: COH2 Balance |
Thread: Official Obersoldaten OP Thread12 Jul 2014, 01:46 AM
Don't pathfinders have sniper rifle-like functionality? Or is that my imagination? B) Fallschirms cost more, Jager light are more to reinforce (Puzzlingly) They cost more because they can be spawned anywhere there's a building even in the fog of war, and require no teching. As for the math for reinforcement: take squad cost, divide by the models in the squad. Then divide that in half. Obers can come out surprisingly fast if you go directly for them. OKW only needs to gather 80 fuel for the T4 building. You can realistically get them out before a rushed soviet M5 can even hit the field. Reduced fuel income, presumably they're going t2 because they're not going t3 to just not spend any fuel and rush obers. That means all they have to throw at you is T0 and maybe an infantry support gun. A t0 heavy build has a lot of manpower investment, which makes obers difficult to afford if you're doing half-competent and bleeding models. It's not unviable, but obers really aren't a be all end all option. If the American goes t4 you're going to have a really hard time dealing with an m8a1 since you decided you didn't need puma's. In: COH2 Balance |
Thread: Kubelwagen - What to Do With Scaling...12 Jul 2014, 00:30 AM
Not all units are meant to scale to the end of the game. The US light vehicles certainly don't scale at all, why should the Kubel? It's useful when you get it, but don't expect it to be useful twenty minutes in. Exactly this. Plenty of units are mainly effective only during certain timings of the game. I have however seen kubels survive twenty minutes and continue to annoy people. OKW seriously needs some kinda suppression, these American Rifle blobs start running rampant mid-game and pretty difficult to stop; Stuka relies too much on timing, and MG34 is doctrinal/piss-poor suppression. Good thing flak HT outranges bazookas then. In: COH2 Balance |
Thread: Official Obersoldaten OP Thread12 Jul 2014, 00:26 AM
They come out in t4, unlike every other infantry unit in the game which comes out much earlier. They cost 400 mp, which is more than shock troops and every other infantry unit in the game. They come out at a stage in the game wherein vehicles that they cannot even hurt are on the field and likely vetted. They're a three man squad, vulnerable to snipers or indirect fire that happens to gib a model. Obers are only "OP" if you literally are just throwing your infantry at them. They're meant to be the top tier infantry, because they're coming out in the stage of the game where you have veteran infantry with weapon upgrades supported by vehicles and artillery. In: COH2 Balance |
Thread: Ghost barbwire 2.011 Jul 2014, 23:02 PM
If only something like this had happened before in the history of the Company of Heroes franchise so that Relic could have known that this might be an issue. I wonder if there's even that many people left at Relic from those days. In: COH2 Gameplay |
Thread: Infantry Blobs11 Jul 2014, 22:26 PM
Fair enough. Well I'll be on pretty late tonight and definitely available sat/sun, so just give me a shout on steam whenever you're able to play. In: COH2 Balance |
Thread: Fighting Positions11 Jul 2014, 22:17 PM
I'm not sure, it seems to be slightly weaker than normal garrison cover against small arms but that could entirely be because RE squads are as you said, paper mache. Haven't had anyone throw a grenade on me yet. The advantage though is it is essentially a garrison where you can force your opponent out of cover periodically with the rifle grenades. With bars, a RE squad is actually quite potent in these positions. You can combine volley fire with bars with rifle grenades with garrison cover all at once if you're so inclined. Often when I reach midgame I'll put a low vet RE squad in a fighting position near some important strat points and it's almost more effective at locking the area down from infantry pushes than a machine gun nest is, due to the 360 degree firing arc and increased damage output. |
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