What about the Ostheer mortar smoke barrage bug?
Or what about the now fixed blitzkrieg bugg where it slowed down tanks?
What about the teller-mine bug where they sometimes explode and do no damage to vehicles?
What about the now fixed TWP bug where it could only be used on stationary vehicles?
What about the Rackettenwerfer bug where the bodyguards break the units cloak?
What about the Captains on-me medic truck bug?
What about the bug that allowed you to spam Soviet FHQ in every building for free?
What about the bug that makes demos do 2x damage when being shot, allowing it to 1-shot Shwerer HQs?
What about the Tiger Ace decrew bug that turned it into a Vet-3 factory for USF?
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Post History of Aerohank
Thread: Why Does Every Bug Favor Axis?5 Aug 2015, 22:29 PM
In: COH2 Gameplay |
Thread: Why OH has +1 squad in the opening 3 Aug 2015, 12:50 PM
As i see it this T3 rush is very situational. No, he can't. An Ostheer heavy T0+T1 will lose 100% of the time vs Soviet T3 rush if the soviet player builds a mine sweeper. It's practically impossible to lose your fuel if you have 2x cons, 2x maxim and 2x Engie. You can pump out a quad around the 7 minute mark easily. If you can't hold your fuel for that long when you have machine guns then I have some bad news for you. You can start your T3 structure with your second combat engineer squad and get out a M5 extremely quickly. If your opponent made use of heavy T1 and got like 6 units out of it, then yes, he will push you of your fuel while you are building T3. But this does not matter because the M5 hardly costs fuel and there will be nothing to stop it. This is going to be my last post in this thread. If you truly think an Ostheer player can go T1 into P4 against Soviet T3 rush then there really is nothing left to say because I honestly doubt we play the same game. In: COH2 Gameplay |
Thread: Why OH has +1 squad in the opening 3 Aug 2015, 12:29 PM
What I posted were the minimum fuel values that you need to acquire in order to produce M5/T70/P4. So all values posted are already corrected for starting fuel (50 in case for soviets, 20 for Ostheer). A sniper opening is annoying on some maps but they also reduce your opponents squad-number advantage over you when you open with a tier structure. On most maps you can just stall it by hopping in a few buildings. or by waiting behind some corners where he can't push you. Remember, you do not need to push him of his fuel, you just have to hold your own and you will be able to rush out a M5 quad very quickly. Once you have that, you can start to push very, very hard. An Ostheer player will always need to tech to T2. A puma will hit the field at 5CP, while you can rush out a M5 quad at 2-3CP. But even if the opponent goes for Mobile Defence, he will not have an advantage; he will merely be even with you. Pumas do not deal with infantry well so it is a lot easier to keep at bay with various AT options, including the SU76. In: COH2 Gameplay |
Thread: Ostheer commanders in 2v23 Aug 2015, 09:05 AM
Well, for starters the mortar halftrack pretty much auto-wins mortar duels. The flame-barrage it has is decent against fortified positions and excellent at dealing with annoying houses. Finally, the excellent mobility means that you can use it with a lot less down-time compared to other mortars, provided you pay attention to microing it properly. In: COH2 Gameplay |
Thread: Soviet T1 without Snipers3 Aug 2015, 09:01 AM
Short answer: no. Long answer: |
Thread: Why OH has +1 squad in the opening 3 Aug 2015, 08:11 AM
With a con-max-con-max-engy opening you will have no issue holding your own fuel, and you don't even need to hold more than half the map for the first 7 minutes of the game. You seem to severely underestimate the window of soviet T3. It's not some 2 minute window that you have to exploit to the maximum potential in order to gain some benefit from it. If rush a T70 (T2->T3->T70) while holding half the map, you will not be facing P4s for a long, long time. You can in fact, build another T3 structure and get another T70 and that will come out at the same time as the first enemy P4. That is how big your window is. Just look at the fuel thresholds (in other words, the amount of fuel you need to collect to afford a unit when including tech cost): M5 quad rush: 110 fuel (80+30) T70 rush: 150 fuel (80+70) P4: 275 fuel ( for T1,T3,P4) -> in practical terms, you NEED T2 with ostheer or a light vehicle rush will simply destroy you, so it's 295 fuel in the actual game. So assuming you have had roughly 50% of the map, your M5 quad will hit ~1.5 minutes before your opponent even has half the fuel he needs for a P4. The window is huge! If you are mildly successful with your first quad (which is not hard), you expand the window further and you can easily fill it with more light vehicles (like getting a T70 and another Quad). At this point you have so many light vehicles on the field that it is impossible for you not to get huge map-control and overrun your opponent. As I have said in another thread; this is why mobile defense is now suddenly so popular. It does away with the need to tech up for Ostheer so they actually stand a chance against the light vehicle onslaught. The only way I have been able to stand up to this without mobile defence is when my opponent plays too greedy and fails to get minesweepers. Unfortunately the mini-update wiped the replays I had against Ostheer so you have to take my word for it that it works. But you can't argue with the simple math; a P4 will never come early to punish your T3 rush, it can not happen. In: COH2 Gameplay |
Thread: Ostheer commanders in 2v23 Aug 2015, 07:48 AM
Jeager armor is the obvious winner as it covers all of your OKW buddys weaknesses. In: COH2 Gameplay |
Thread: Why OH has +1 squad in the opening 2 Aug 2015, 19:06 PM
What is this deadly M5 build? That you say gardens everithing. Open T1/T2 (depending on map) -> 1 T1/T2 unit -> 3 cons. Then what? Conscript + T2 opening, maxim, conscript, maxim, combat engineers -> T3 -> M5 quad. Ostheer medium tanks arrive very late. It will take your opponent a solid 7-8 minutes after your M5 quad hits the field to get out a P4, and that is assuming he actually manages to hold his fuel while you have the M5 quad on the field. Because of the large fuel gap between Soviet T3 and Ostheer T3, you only need an AT gun very late so you don't have to worry about that (unless they have mobile defense) for a long time. Your opponent on the other hand will need to invest in early AT guns. You can abuse this fact by going bonkers on the anti-infantry firepower and finish your opponent before he can get a P4 out. For example, you can go M5 quad -> T70 -> 2nd M5 quad and you will still have a good 3-5 minutes before a P4 hits the field. During this time you can simply over-run his 2 AT guns and his infantry, killing them all and stealing all his weapons (plenty of on-field reinforcements with 2 quads). Doesn't matter if you lose one or two of your light vehicles in the process because you will have hit AT guns. The matchup is pretty messed up at the moment. I have won quite a few games against decent opponents long before they even had a chance to produce a T3 unit. This is why mobile defence is suddenly included into every Ostheer players load-out. In: COH2 Gameplay |
Thread: USF OP2 Aug 2015, 16:29 PM
A SC2 player who does not know that SC2 zerg is a macro race? In: COH2 Balance |
Thread: Why OH has +1 squad in the opening 2 Aug 2015, 16:17 PM
Probably because a sensible Soviet player will rush out a M5 and win. In: COH2 Gameplay |
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