You can try placing the PaK43 behind a shot blocker so it can't be hit by the regular attack of the ISU152. However, the ISU-152 can still hit you with concrete-piecing shells.
You could try to build a PaK43 and have it on hold fire until the ISU152 is close enough that you can land 3 hits (first hit gives you vet1, second hit should be a target-weak-point, giving you time for a 3rd hit) round on it before it escapes. But that is a tactic that you can only try once. If it fails the ISU152 can just stay out of range or sneak in some APR shots when you lose line of sight. |
Seriously. Why don't disable the tank even longer? Like 10 minutes would be great. And the vehicle should be completely immobile. Oh, wait... it nearly is. Remember the time in vcoh when you always could save your tanks if you have good micro? Well, not in CoH 2. 1 Click and the fate of your tank is decided.
You are talking about Target Weak Point right? |
Forgive me, but isn't VP play inherently campy ? It's already been said, but the whole point is to hang on to the VPs. Why throw yourself out there for an annihilation foray, when you can just run down the clock ? Personally, I'm not a huge fan of that, because I enjoy tactically interesting battles, but "camping" is pretty much the name of the game...."Company of Camping Heroes" ! ....I just made myself chuckle.
It goes both ways. The fact that a loosing player is on a clock also means he has to be more aggressive or pay the price. He can't just dig in whilst holding 0-1 VP. |
Pro-tip:
If someone is digging-in at an area, just attack somewhere else. If someone is pouring all his resources into defending one point of the map, the rest of the map becomes 4v3. Communicate and coordinate with your team mates to concentrate your attacks against points that are not defended by a dug-in player, you should overrun these points easily.
Then transition of some heavy artillery like howitzers or katyuskas/panzerwerfers to crack the enemies strong points. |
Defending against an incoming enemy assault is one thing. Just massing mortars and bunkers on a ridge line, instead of attacking the enemy is another.
That is called digging in, a tactic often used in actual warfare. |
I wouldn't say there are any essential commanders, however, there are a few solid ones that you can buy if you want to optimize certain playstyles.
1: Spearhead. All the other abilities in this doctrine are good.
This commander comes with the Mortar Halftrack, a very nice peace of equipment to use against enemy support weapons and snipers. They have a distinct advantage over regular mortars in that they are not easily counter-barraged and can drop incendiary shells which can do terrible damage.
For the lategame you have the mighty tiger, recon runs, frag bombs that are great for clearing out AT guns and other support weapons, and of course the smoke dischargers which are never bad to have.
2: Mechanized assault doctrine. A bit less well rounded than spearhead, but it offers a very unique way of playing hyper aggressively with the Germans.
3: Joint operations doctrine. If you like defensive play, this is a nice doctrine to have for obvious reason.
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Camping? What are we playing, call of duty? |
55 streaks is not a big deal, not many decent games, most were pubs getting steamrolled. We are still not familiar with this map and our team was not in good shape, plus i was sick and my right arm hurts for the whole day. Gratz tho, I guess our team is the target of many 4v4 players. I hope we meet again on steppes.
Just take the loss like a man instead of making weak excuses. |
The best part about the guards PTRS-41 rifles is when you lose them and you are stuck with an AT-squad that can't harm vehicles. |
A German mine is 5 ammo and you place 3 of them in like 2 seconds. Against infantry they are only 50% less damaging, whilst being 6 times cheaper. |