Countering kubels without smoke grenades is pretty much entirely map dependent. You can deter it defensively if your ok with limited expansion for a short time, using a fighting position with RE. I think it takes like 3 or 4 of those grenades to destroy kubel. Houses and Heavy cover can be used smartly. Ultimately though, the map has to have enough room to allow flanking. Semoisky is like the best kubel map and even in coh1 it was common for mg locks to occur. You have to be able to split your forces in 2 or 3 different paths and attack all around. If the map doesn't facilitate that, then it will be tough. |
Oh your not here to troll for once? Must be a cold day in hell today. |
I looked over the stats, looks kind of unfair. German sniper is better offensively and soviet sniper is more forgiving defensively. I'm not entirely too sure of what really is unfair though. The snipers are different. If we were to give the german one something to makeup for being a lone wolf (like more hp) then I think it comes out of balance when their fire rates are taken into account. It's true that German sniper has more targets, but the sniper is support, not a 1 man army. I know that 48 health on one 360mp unit is VERY unforgiving though. He's certainly more micro intensive than the soviet one for that, but not by much as they both die pretty easy. |
Well technically your not supposed to see the sniper |
He's right Kafrion, you have to understand the way the game treats ballistics to get the whole picture. You will have some wacky shots that will fly off to the other side of map. That has something to do with the way they implemented scatter angles in one of the patches, because it wasn't always that way.
Only recently have we had these super crazy shots that go way off screen somewhere. Back on topic though, it basically means that you can ignore the PG vet. It literally has no effect on a tank shell hitting them. If your shots are missing, you may be too far away. Get in closer and the shots that scatter on a farther angle will have less time to move away from the intended target, resulting in a hit.
It also helps a lot if you have more than 1 vehicle (any kind will do, as long as it's fast), that way you can push the sqaud around or crush them with 1 and use HE with the Sherman. Units being pushed can't fire. HE rounds have super low penetration, so even if your using something like an m20 to push, chances of penetration are low.
Also, don't forget your smoke launchers. 30mu and you can shoot off long distance smoke wherever you want. Cover them in smoke and go in for the crush, then mop up with HE. Smoke launchers are also a good way to get rid of paks. They can't fire through the smoke and if they move, they are basically dead too. Keep in mind, you only need to give the command to launch the smoke, once activated you can move the tank and it will fire the smoke on the move. You should be able to queue the commands and it will maximize the efficiency of firing smoke on the move. |
kafrion, you have SOME valid points here. Mostly it's L2P though. There is a problem with shreks right now in relation to bazooka. Bazooka costs more and delivers less.
The suckiness of the .50 HMG is valid. It's expensive and shitty.
The .50 on the Sherman is bad ass.
Beating shrek PG's with Sherman just takes good judgement. If you don't force retreat on them after your at half health, then retreat for repairs and come back. Use HE rounds, they work. I like to combine everything you think sucks though. I put the .50 cal on, I get the HE rounds on, and then I run their asses over. One of those 3 is going to result in 4 dead dudes. Watch Romeo's stream and you will see how little an issue pgrens are for Shermans.
The call-in meta is a general problem the community has, so expect that to be addresses sometime soon. |
Yea I agree, he could be a little cheaper if anything. If I'm not mistaken he has the same health as the 2 man soviet squad and fires way faster. His cloaking seems to work better too. I haven't had nearly as much frustration with German sniper as others here have.
BTW serious, retreating through cons should result in dead sniper, lol. |
I agree that pop limits are messed up. I don't agree that it can resolved simply through increasing heavy pop costs. Relic has already acknowledged that the way heavies are, if you don't have a heavy (USF), then you need to coordinate a much larger effort with mediums and other units.
I can say that I have lost some larger team games due to hitting the max pop and not being able to field enough medium armor to do what I wanted as USF, despite say a 3k mp float and some triple digit fuel number. When I play OST I don't seem to hit the pop cap. As Soviet I do hit pop, but my army is pretty well equipped to handle most situations and float is generally less.
Re-evaluating the pop costs is the best way to balance out the current armor meta without stat hits. |
No, but you can try selecting the unit from your list at the top and right click where you want it to go. It may work better if there is a bug. |
The bars and bazooka shouldn't even cost extra fuel. You should get access to them based on officer. They could do it one per officer or both on purchase of first officer. Just dumb you have to pay a fuel cost and can only upgrade at base. It was cool in vcoh because all your mans had two. Here it's super expensive and they perform less than axis equivalents that cost less. |