As OKW consider using a commander with troops that can be called in from buildings. You can decrew then recrew the B4 and force him to kill his own gun.
Or since he is all in on static pieces do what Katitof said and go for armor of some kind to hit the flank. One panther and 3(?) shots should kill it.
If you have a stuka you can shoot the B4, but you might consider clearing out any supporting troops and then using a quick attack to blow it up.
I do agree with you binary decisions are a mark of poor design, and the Soviets are the great failure that is faction design.
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Thread: The B4 and Commander roulette21 Mar 2015, 00:01 AM
In: COH2 Gameplay |
Thread: Possible leak on March 31st patch notes19 Mar 2015, 18:32 PM
Regardless of whether these changes are real or not (and the balance team might not even know yet) I am hoping these tests on different units are occurring at Relic. I won't bother to speculate on what any of this will do to the game because we have no idea that any of this will be implemented. It would be nice if they had a list of top offenders for balance posted that they were working on. They don't have to say what they are doing just pieces they think need the most work currently In: Lobby |
Thread: Sturm pioneers are overpriced19 Mar 2015, 15:48 PM
you can't use nades early on as okw because you need a fast schrek and they don't perform the well OK, don't go grenades early then, get the Kubel and make him crawl into every house. Also Shrek does pretty good damage against houses. You can also get a Raken. ISG is very expensive, but think about getting it on urban maps, it can easily pay for itself. Sturms are great against units in garrison, and then you remember you are using a faction which can build green cover. As OKW you are supposed to have a weaker early game since your late game units are so strong. Also houses don't force you into one start it forces you to consider going for AA ht. You don't have to get it, you can avoid areas with houses on many maps. You can also get a puma and use it. Remember to damage the edges of a house to make it collapse. OKW are relatively weak to houses, but they get tons of tools to deal with them as the game progresses. This discussion has also moved to the problems of garrison units for OKW and not Sturms, which are amazing in the right hands. In: COH2 Balance |
Thread: RELIC-how about you tell us what is in the march 31 patch!18 Mar 2015, 14:18 PM
is the coh2 community bad by nature or is it a result of how it has been treated ? My grandfather use to say, "Companies got the unions they deserved", and I think the same goes for this. Because Relic refuses even the most routine communication the community becomes bitter, they respond by being angry, Relic appears to ignore them or say "NDA". Until Relic steps up to the plate and opens up about its plans the community will continue to be toxic. As far as I can tell the only thing not covered by the NDA is that the NDA covers everything but the NDA. In: Lobby |
Thread: Conscripts scaling to late game...17 Mar 2015, 15:04 PM
I have two other options to think about. At vet 3 cons are allowed to be upgraded to "Guards". As Guards they receive two PTRS's and lose whatever other guns they are carrying. They also lose the molotov's (maybe, not sure about this). Or at T3 or T4 cons can upgrade to 3 Ppsh's and if you have the commander they can get 6 (a fully auto, cheap shock squad). In: Lobby |
Thread: Jaeger Infantry13 Mar 2015, 15:53 PM
I agree with this. OKW spawning behind the lines is a stupid mechanic. In: COH2 Gameplay |
Thread: For or against molotovs13 Mar 2015, 15:51 PM
I wish molotovs were not in the game as they are now. Their RNG based kills is poor design. Their long animation is silly They are too expensive for what they do, and they don't scale as well as other grenades. In: COH2 Gameplay |
Thread: ostheer CAS overperforming.10 Mar 2015, 19:12 PM
CAS does not need a nerf. The anti-aircraft mechanics need a buff. What do you mean by this it does not make sense to me? If US you might have an AA HT, but you might not. If you have Shermans they are likely in combat and their MG's (if you have them) will engage inf and tanks not planes. Soviets are screwed entirely unless they went T3, built a HT, upgraded it, and then kept the HT near their tanks for some reason. Also the planes fire from off map and so cannot be the target before shooting. The AT strafe is so strong right now. Just look for places where pathfinding is likely to screw up and then call it in. You get to almost kill or kill any medium tank for 110 munitions, and if you are lucky they may shoot it down and you have a chance to crash and kill another tank. In: COH2 Balance |
Thread: Let's Make USA Easier to Play Late Game10 Mar 2015, 16:18 PM
My issue with USF (late) game All great points. Worth the read. Also the comment about tanks getting stuck on their own for US is a good point. Such a stupid thing for a faction supposed to flank, a tank that gets stuck frequently, great idea. In: COH2 Gameplay |
Thread: Artillery Officer 10 Mar 2015, 16:07 PM
You lose the abilities if the officer is killed, which is working as intended. I agree that for cost this unit is not effective. Also he does not really work like an officer, just an upgradeable gren squad. In: COH2 Gameplay |
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