Thx Romeo. I still feel like I messed up big time in this match. My poor KT... |
119 - Only sherman's had different types of shells, AP and He.
120 - Only the german forces in the west knew how to scrap ressources from destroyed vehicles.
121 - They were indeed as good as they could get fuel from a mortar or HMG
122 - All planes were used for reconnaissance or ground attacks. No dogfight ever happened. The only planes used were JU-87, IL-2 and P-51 Mustang. |
I tend to 2x pios, first squad is already building T1, than HMG, Grem, HMG, Gren, maybe Mortar. This is useful for maps that are more open, nothing I recommend for stalingrad.
Some people only go for 4 Gren squads right away and then tech up. |
1. Concentradet Fire allows infantry units around the officer and the officer himself fire more precisely and vehicles fire faster. I don't know the exact modifier of the ability, but it's quite useful. A shame that I see the officer barely used.
2. LoS is useful but not needed. Well, it is needed for activating the ability, but normally the Ju 87 comes up with its own LoS.
3. It matters on your playstyle. I use it sometimes and it is quite useful if you want to lock down victory points or other vital points. The tank gets 25% more range and more armor.
4. It reduces the damage of all units in the sector it is in, if it is in a friendly sector.
5. For 6 man lost, you gain a free osttruppen squad. Not really worth it imo, but it can be useful for an infantry heavy strat.
6. Gives units the same modifiers as if they were garrisoned, but correct me if I am wrong.
7. Arty is useful, but imo not viable in 1v1, except for some rare situations. The LeFH 18 has a good fire rate and can lock down choke points, especially on Semoisky.
8. Useful for covering an advance, a retreat or just as a distraction. "Oh smoke, there might be something coming." Enemy normally backs away from smoke to gain more LoS between his troops and the smoke.
9. Well, it's a free Grensquad with LMG's. What could be bad about it, except the cost for this ability?
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m3 cost 230mp 5fu
221 cost 240mp 10fu
that's only 10mp and 5fu more.
You forgot the teching cost. Soviet T1 costs 160mp /45f, teching to T1 costs 200/45.
Also, an armored (!) car isn't suppossed to go down to bullets that fast. It didn't even made any serious damage in the base. The surviving of it after the SC got satcheled is pure rng. Crits "absorb" some damage. Before the March Deployment Patch I saw a SC surviving a mine but getting the crit on the main gun. |
Panzer III, at 18:50 and a bit later two get fucked up by american Shermans. |
Anyone has intel on the 2 new maps? I guess everyone is ignoring that we're gonna have more maps. |
Sniper Clown-Car GO TO HELL! German Scout-Car, you now can be loved, hopefully. I hope 251 may now even kill something with it's mg.
Still not really convinced by the fuel changes to the tiers.
But I got to agree. This is CoH 2.5, especially for the infantry battles. |
Blitz and Smoke on two tanks cost about 150 munitions, which makes it quite expensive, not . When blitzing the tanks get the scatter mulitplication making them less accurate.
There is a counter to smoke and blitz. If any unit has los behind the smoke team weapons and tanks still fire.
Blitzing is countered by mines or at-nades. And mines cost 30 munitions, so really cheap.
Blitz is also a vet 1 ability, so not available from the beginning.
However, you played 3v3 and this is not the most balanced play mode. |