Profile of skemshead
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Nationality: Australia
Nationality: Australia
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Thread: Weapon Range Advice17 May 2015, 03:54 AM
Also, is the general consensus that these units in pic are at medium range or more medium to long... In: COH2 Gameplay |
Thread: Weapon Range Advice17 May 2015, 03:49 AM
Just rifle nade the conscripts in cover. It depends whether you need that territory, that is how you judge whether the engagement is "necessary". Sometimes its better to retreat and reduce losses. This is first engagement of the game, so nades and teching are not a consideration. I often lose first engagement as Ost unless my opponent screws up or rng goes my way, so obviously I am not using my grens in tactical efficient manner. Normally i try to fight from max range and in cover, if not at max then medium or whatever is close. But cons can stall in green cover and wait for reinforcements or assistance from indirect fire so these type of engagements cannot drag on. From what i understand from posts is as follows. If I have numerical advantage and cons are in green cover then i should advance, negate cover advantage and push con off before he can get reinforced with other squads. This seems to be most beneficial in 2 on 1 engagements rather than a 3 on 2. In the latter in seems that I can push 1 squad off easily and win the engagement by slim margin, but this is only a consideration if i can approach unseen for most of the advance. All other engagements where cons are not in green cover but light/open/negative I should continue to seek light/green cover and stay at range. Are the house modifiers the same as green cover, aside from having green cover from all directions. I mean if you are in green cover attacking a house does your squad have same cover, not considering windows as they will vary. Does numerical advantage still apply if attacking Guards behind sandbags, ie 2 on 1. In: COH2 Gameplay |
Thread: Weapon Range Advice16 May 2015, 06:22 AM
So in this situation, would it be best to put one squad in the house and one in the light cover or one in the house yet leave one squad on the road at max distance. Is it better to position grens at max range, when attacking cons in green cover or does green cover negate the range adavantage. In: COH2 Gameplay |
Thread: Weapon Range Advice16 May 2015, 04:59 AM
I have always been unsure as to what qualifies as medium/long range. I would consider the grens in the photo below to be at medium to long range. I do realize cover is directional, so one gren may not be in cover. I considered the engi in the building to be at max range and as such should not have inflicted significant damage if any. So the question is : are my grens in optimal position to engage or should i simply have moved away or retreated. If i soft retreat or try to move to max range I will be standing in red cover so staying in cover seems best. However as pics demonstrate, I lose 4 grens whilst my opponent loses only two cons. I realize cons have the cover advantage, but i have numbers advantage. Is green cover the overriding factor here or is it just rng.... In: COH2 Gameplay |
Thread: Looking for Ost. advice in 1vs115 May 2015, 05:06 AM
Campy soviets on this map is one of my pet peeves because Ost is a little lacking in the tools to deal with this type situation. Firstly, the soviet player got an early T2 and mortor. You can see this through the fog of war so you need to think about countering this, which grens and mg42 just don't do. A scout car is of little use vs sov T2 unless your on a more open map. It is too hard to navigate the choke points on this map, your at risk of mines, early at guns will reduce its effectiveness and his mortors were in fairly defensive positions. Ideally you want a fast pgren for flanking and to take out his mortor because once he gets dug in your job only gets harder. A counter motor is also necessary to apply pressure to mgs, at guns and at the very least to make him reposition his own mortor. Also smoke can help pgrens and flamers get in close. You had a mortor half track, use it. It can apply a lot of pressure on campy soviets especially if you flank with pgrens at the same time. You were caught out with your p4s, gotta watch those cps. Once T34 85s are due, start playing defensive, get two pack40s and keep them behind your tanks. Also start putting down tellers in the area you want to keep your tanks. I have 3 teller mine bulletins which lowers the price to 41 muni, really effective against sov callins. Eventually i think your loss boils down to not providing any indirect fire on his support weapons and not having any units for CQ combat. It is entirely possible you could have defeated him before the callins. Also, you were floating at one stage, a muni or fuel cache would have been beneficial... |
Thread: State of 1v1 Automatch14 May 2015, 00:40 AM
yep, unlucky. I have never faced that many top tier players continuously. i usually get one or two a day, but majority ( 75% ) of the time i am matched relatively close. In: COH2 Balance |
Thread: repetitiveness and spam, the true disease of this game14 May 2015, 00:32 AM
The title says almost all of it. I have been seeing nothing but spams for months now. It is getting pretty boring and cringe worthy. As soon as I see a 2v2 Russian team, I know what is going to come. Now I was shocked a few weeks ago when I saw some guards, yet they now feed the epic spams as well. The game is geared more towards the casual gamer so they can sell more DLC etc etc. Coh1 could be hard to get into, you would often get annihilated when you first dipped your toe into multiplayer and as such many would never return. Smurphing was a major problem in coh1. Is coh better than coh2, well yes and no, both appeal to different players. The issue imo comes from how manpower is calculated and to a lesser degree how mapcontrol has no effect on unit numbers. The fact that a faction can just keep building infantry until callins and remain relatively competitive is not going to lead to interesting and challenging games. I have seen many games where an infantry spammer has only slightly lower manpower income than someone who is going combined arms/ at guns/ tanks, which to me seems to be wrong. Going armour should give a greater manpower advantage than it currently does.This ofc does not apply so much at higher level. This game still has huge potential but i doubt relic will ever address the issue of spam because it will simply alienate much of the player base. Sadly i think it is the scrubs that make relic the most money and that why these issues for some will always remain... In: COH2 Gameplay |
Thread: What good is the tiger tank?12 May 2015, 00:59 AM
Out of all the things that is wrong with the axis vs allies balance, the tiger tank is not one of them. True.. The role of the tiger and the play style of Ost has gone through some changes since the first year of coh2. You cannot just amove a tiger anymore. As some have said, it is a punch taker and primarily an anti infantry vehicle. Sure it can inflict damage to other heavy tanks but you are best using pak pairs with target weak spot and if possible use a panther or p4 to flank or chase down dying tanks. It is also fairly strong vs USF. You won't loose it to jacksons unless you get caught out of position and smoke will often save the day if you have it. It also deals insane damage to rifles. P47 planes are only a problem if your opponent calls it in after a major engagement ( which ironically you may have won )when the tiger is low on health, or if you are close to the edge of the map or in a corner. The big issue with p47 is the amount time they hang around as the tiger basically has to sit it out waiting for the planes to piss of. This can loose you the game sometimes if vps are low. The biggest issue for tiger is 2 T85s with mark target or worse 4 T85s. You will almost always trade down in this engagement. I have found that when facing multiple T85s you are better going for multiple teller mines rather than pg shrecks mainly because pgs have to shadow your tiger everywhere as well as the packs, so you lose some mobility/map presence and the fact that your are at increased risk of getting swarmed.. Some maps also remain a problem but that is already well known. In: Lobby |
Thread: Sniper12 May 2015, 00:21 AM
Use 4x rifle >nades>LT >M20 to creep forwards using a wall of smoke,then use M20 and LT to dominate flanks while you slowly push the sniper. Even if you don't kill he's forced to move back and give ground. After thinking on this, i like the idea of using smoke to push forward. As everyone knows USF has to keep the pressure up to OST and delay his teching. Many people fail against a sniper because they push too hard too early. I think spamming smoke allows you to push his resource points, even if you only decap and then move onto the next one while your rear echelon caps the flanks and behind you. Then tech to the flak to force him into getting pack, or m20 for flanks and defensive mines. Alternatively, if you can confine your opponent by using heavy smoke, a quick sherman can be a real pain to deal with if USF player doesn't go full retard. Sometimes just forget about trying to kill sniper. Maps also play a huge part, even the starting position can dictate a snipers effectiveness. Sometimes it is smarter to just play the hiding game and stay out of the open, then a sniper really loses it effectiveness... |
Thread: Sniper11 May 2015, 06:27 AM
True, most times when i loose a sniper I have no idea how he dies. Usually it is a missclick during some big push by opponent. I think that i have repositioned him only to see him charging into battle with the grens. As far as not retreating goes, that is a fault on my opponents end. It is costly to make a sniper retreat sometimes but usually not that hard it you have enough squads in the area. |
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