Great I hope that you will easily beat this strat the next time you run into it.
On the luchs, I am not against you getting a luchs, but I wouldn't make it the first build when he clearly wants to sit still around AT guns and you cannot manuever easily. Get the Stuka first and start the bleed, pick up the Luchs next so you can push once an AT gun is taken out and bleed MP. The luchs was well used to harass units in the mid and late game. I am not questioning getting a luchs at all, just the order and timing.
For the Panther, yes it is better vs tanks, but at a huge premium. One panther is not impressive against a Comet, but 3 Stugs can beat up on them very quickly. If you are going to tech to T4 make it come earlier and try to get a little more out of the building. When you already have a Howie T4 is not very attractive since the Howie functions as both the brumbar and the Werfer.
Arty cover, as you will see in the main discussion forum, is stupid and should be changed. My feelings on it are the same, it is dumb and over performing. I understand the loss of weapon crews to it, there is nothing you can do about that (the stupid part of the ability), but a couple of times tanks were driven out and then driven back in. This is point I was referring to. I actually don't think Arty Cover lost you the game until it managed to entangle the JT, but at that point they had so many comets they would have won outright anyway.
In any case, I think if you are simply a little more aggressive and focused on taking territory you will find Brit play like this will crumple. If he does set up an emplacement serious consider avoiding the area. I like to attack just enough to force him to build another emplacement and a forward retreat point so he has sunk 1000 MP into defending a corner of the map and then I simply go elsewhere. His teammate will immediately feel the pressure when his ally can only send 500 MP against a combined +3000 MP attack.
Good luck, and if you run into a struggle again feel free to post it and I will take another look.
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Thread: 2v2 wehr+okw vs double brits, replay8 Feb 2017, 15:08 PM
In: Replay Reviews |
Thread: 2v2 wehr+okw vs double brits, replay7 Feb 2017, 23:02 PM
Ok I took a look at your game, here is what I saw. You were extremely passive in the early game, for long periods multiple units stood around. You had grens, MGs, snipers and mortars at various points not doing anything. This meant the Brit players were able to fight you on even ground and defeat you piecemeal. For many portions of the game you were holding <2/3's of the map. This is not your fault, but after the Brits already had AT guns and a boffors he went with a late luchs. This was a complete waste of time. He should have gotten a stuka right away. You teched to T3 and then went to T4, which you used for a panther. This is fairly wasteful since the cost to tech and build a panther was equivalent to 3 or 4 stugs or 3 PIV's. You wasted the early game pio capping power to stand at range and dual with an infantry section in a building. There was no way you could win this battle or even damage his infantry, which would get med kits as soon as he had 35 munitions and just heal up. The MP loss to you is needless and you slow down your ability to cap. With this unit fighting and your MG standing still you literally did not cap a point until the grens came out and walked across the map. Think about how much fuel and ammo you denied yourself. The late game arty cover was painful, but you and your ally fought under it multiple times. As soon as you see it popped pull everything out, get everybody to safety. Sit just outside the circle and wait. Once it clears out you can make a push again. Multiple times you guys cleared out most of their fighting strength and got zero caps out of it. You must be able to capitalize on his losses. The right side of the map was given over to the Brits when all you needed was one flamethrower pio and a gren to push him off. Your MG was poor. I don't mean that as an insult only a strict evaluation. Often you would be fighting next to it and it would be facing the wrong way. On other occassions it was left well behind the lines and was not used in nearby battles. The worse case I saw was when you had a mortar set up in front of the MG to begin barrages. This makes no sense, MGs cover mortars and mortars should always be the back of the line. There is never a reason a mortar should be in front of any unit. You are paying for its range and damage, if you don't want the range just get a sniper so you can pick off infantry. The 222 was badly handled, which was a real shame since you had spotting scopes. Try to keep it alive, it doesn't need to do much since the scopes will have it paying for itself in no time. Plus it would have shot down all those planes. It was baited into a very obvious trap when trying to hit infantry at long range, which it is very ineffective at. Sniper play was generally good. The fact that he managed to lose 3 snipers is amazing. I don't understand why he even build the 2nd one. The arty was a good choice, but you wasted so much time trying to kill emplacements with conventional units that you traded extremely inefficiently. If you are going to use arty don't worry as much about getting rid of emplacements. They will go very soon, 8 cps is nothing. In: Replay Reviews |
Thread: USF emplacement7 Feb 2017, 20:43 PM
@Rocket Wait....are you saying you want emplacements to get an overall buff? All that is going to do is cause static game play all day. @LoopDloop USF fighting position is not very vulnerable to small arms fire. If you garrison one RE squad you can push off any infantry squad easily (except maybe double shreked PGs). Or if you upgrade it the attacking squad won't even be able to approach. The fighting position absolutely does not need to be immune to small arms fire. In: COH2 Balance |
Thread: Stuka dive bomb7 Feb 2017, 19:07 PM
If you use forward retreat from the Major that is a risk/reward decision, and if you mass retreat more-so. However, currently you are not even safe in your home base which means that you might as well use the major since it makes no difference, they can get sight easily and just drop it at home when you retreat. Realistically with the AoE it has many units struggle to get out of the circle. Also when you play against good players they often drop it on likely retreat paths or movement directions so you will still get wiped even more so for moving. In: COH2 Balance |
Thread: Tactical support regiment (aka Arty cover clutch)7 Feb 2017, 19:02 PM
Two ideas that might help: What if arty cover used the 25-pdrs in the base sector. The cost could be reduced, it could be cast as it is now. To compensate the cost would be much reduced, the AoE of the 25-pdrs would be much increased while active, and it would not stun vehicles. However, this would make a clear distinction between the ability (onmaps) and the FA (offmaps). If that is still too unattractive maybe offer airburst shells with the ability instead. For the engineers I would like to see the engineers either upgrade to salvage and the commander retain an ability which fired flares on command, either over wrecks or a copy past of the flare ability from the Artillery doc, or as Smith said an added ability once scavenge kits were upgraded that would be contained in the engineers. Forward assembly still seems bad to me because of how short the range is on the casting, and how munitions hungry it is. In: COH2 Balance |
Thread: Stuka dive bomb7 Feb 2017, 16:08 PM
That reminds me, is that decap intended? It's extremely unusual. It is intended, it says so in the text and it has been that way since launch. I think it adds a very unusual piece which is nice, since that is not replicated in other abilities. In: COH2 Balance |
Thread: 2v2 wehr+okw vs double brits, replay6 Feb 2017, 22:32 PM
I can go through this replay carefully in the next day or two. I will let you know what I see. As a reminder, the Brit late game is incredibly powerful right now. It easily crushes any German late game if they get there. Make sure they bleed out too much to allow them to mass Comets. Also destroying a bofors, while it feels good, does very little to a player's income. Bofors are dirt cheap. In: Replay Reviews |
Thread: Stuka dive bomb6 Feb 2017, 19:45 PM
The Stuka dive bomb is, and has been, over performing for quite some time. In the next patch it will no longer be allowed in base sectors, but its ability to wipe infantry units and destroy arty in one shot needs to be addressed. If it occurred rarely (huge cool downs), or did much less but cost less, these would seem to be ways of making it interesting. The fact that it decaps points should be an interesting point about this ability, but it is so widely used as a cheesy wipe mechanic that you often don't see its diversity. In: COH2 Balance |
Thread: Churchill AVRE30 Jan 2017, 16:44 PM
The AVRE is not good enough to be worth taking up a slot in your commander load outs. The AVRE always has to be in sight range to fire, it cannot stop the turret from turning, and it gives out vet like crazy. It is still useful in niche situations, but why would you want this unit over the land mattress? Anyway the unit should not function by wiping squads, this is a bad mechanic. In: COH2 Gameplay |
Thread: What should be BUFFED with certainty?28 Jan 2017, 03:22 AM
The sexton was bad, isn't as bad, but is still useless. I don't see a need for a weak expensive, high pop cap arty piece when I have a commander with the land mattress as an alternative option and far better other abilities. The Valentine also needs to be adjusted to make it actually usable with the Sexton combo as it was intended. In: COH2 Balance |
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