Snipers work wonders, but if you already have T2 I don't fear. You can use the maxim and get to shocks quickly. Once you get shocks on the field Agrens have little chance. After that plan for the FHT.
At this point I am always building T1 or T2 as soon as the game starts as it counts towards elite infantry and it no longer seriously slows down Soviet builds.
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Thread: when you see your first Agren squad, what do you do ?2 Jan 2014, 17:12 PM
In: COH2 Gameplay |
Thread: Another nerf needed2 Jan 2014, 17:10 PM
IL-2: DON'T instantly retreat when you hear "AIR RAID!". Spread your infantry units in as many opposing directions as possible and then retreat. If you do that then the squads will need to continue to walk around. At which point they will get picked off by the first path. I do agree though that bunched squads are always going to die, but you don't get to do this after the flairs come. You have to do it before. I would consider reducing the cost to reduce the damage if that was an option. I have had minor success using upgunned AC's to shoot down IL-2's since I almost never get an ostwind. If they miss though, they die since the plane targets them. In: COH2 Balance |
Thread: Shocktroops at 1CP2 Jan 2014, 14:23 PM
I have not had MG42's successfully control shocks since they were first nerfed. They cannot pin them (and this is all that matters) before a grenade order is issued, and I can't take points with them. Also shocks are fairly resistant to suppression and even have a bulletin further increasing it. MG42's are not the counters to shocks they are delaying features to allow the "hard counter" sniper to pick them off. Also in teamgames if a player goes T1 for snipers, and I am MG MG sniper, I just lost. In: COH2 Balance |
Thread: Scout Cars2 Jan 2014, 00:48 AM
What I read is ppl asking for something like the Puma (and the Puma was directly mentioned): a unit that can engage infantry and drive them off. I absolutely love the AC in vCOH and was very, very good at kiting. Right now the 222 does not matter one bit how much you try to kite. Hoorah + AT nade ends it (amongst almost anything else), and at max range the damage is pitiful. Add to that terrible pathfinding (as mentioned) and things start to get really ugly. To be fair the lightly armored AC in vCOH was able to stand up to small arms fire, unless it was an mg (or Bars). That is all I am asking for, a car that is good against infantry to be able to shoot at infantry. Obviously, if it gets better it needs a price increase. I don't want the puma, that would not be fair in T2. In: COH2 Balance |
Thread: Another nerf needed2 Jan 2014, 00:42 AM
I'm not saying IL2 run is a weak ability because its not but it is a late game have nuke. Costs a lot so it really can be used once per game so it better does inflict so heavy damage. If you want to nerf it then change the cost as well and I will be OK with it. I don't rely on it to win games. You can't say its unbalanced, but it doesn't count because it only gets heavily exploited in 2v2+ games. In: COH2 Balance |
Thread: Hmmm 2 v 2 issue: Guards and Shocks1 Jan 2014, 17:11 PM
You don't know why players choose Ost. You are postulating it is because they are better. I disagree. I think more people choose Ost because they are easier to pick up and play. Unless you have more evidence you cannot state this as fact. Based on my experience and replays I believe there are a number of abilities that currently favor the Soviets and the small proportion of players searching is a poor way to decide balance. Keep in mind at any one time 100's of players (all in 50/50 split games) are competing. A tiny minority is searching simultaneously, and these few may favor one side or another at any time. In: Lobby |
Thread: Winning the game, Then Oppenent drops and then get the WIN1 Jan 2014, 17:09 PM
When someone quits it tries to reestablish connection. Often times people quit because they are losing. If the connection cannot be made then you get dropped, and it looks like hacking. Ultimately your trust rating helps to decide who won the game. Always play through or surrender rather than quit or pull your plug. In: COH2 Gameplay |
Thread: Another nerf needed1 Jan 2014, 17:04 PM
Just played a game where this was used well multiple times. It was just about crippling in a large battle (this was 3v3) where tanks and infantry were trying to move around. It was wiping squads picking off injured tanks and being devastating in general. Just so you know Oz we had 2 ostwinds to counter it, but since there were so many infantry targets to engage they ignored the plane. Lost almost my entire army even after retreating, and then it finished off a Stug for good measure. In: COH2 Balance |
Thread: Another nerf needed1 Jan 2014, 15:08 PM
Soviet plane costs 240 munition and can be deny easily by Ostwind or MG mounted on almost every German tank. So I need to go T3, and must build Ostwinds to protect myself and have them babysit my infantry all the time? Even so Ostwinds miss. I had two Ostwinds against players both using strafe. They shot down the first plane fine. But the 2nd strafe they missed every time (thank you RNG) and the plane circled three times and killed most of my army. GG, RNG, GG. This is just silly. Yes, a plane can be shot down, and if he strafes frequently this is the problem. But you almost always get the first pass. The problem here is the complete wiping of squads on that first pass. If you saw that he went opel and you did not plan for strafe that is your own fault. Either that or pay and back tech to get anti-air. Strafe is the counter to heavy infantry rushes and is heavily nerfed now. Squads recover from the pin before the plane makes another pass. This is less of a problem when infantry are spread out since no squad will get wiped and most will not be pinned at the same time. Also if he is doing lots of strafing you need to figure out why he is not spending munitions elsewhere. Why can't you make him commit to spending munitions on upgrades to control your units? In: COH2 Balance |
Thread: Guard30 Dec 2013, 13:11 PM
If he is floating munitions then you don't need elite troops because you can beat him with vanilla units. Continue to execute your strategy without selecting if you wish. My point is only that if you see lots of lmg grens (which by the way guards can easily win against, just pretend to throw a grenade and grens have to keep moving, lmg = useless) then go shocks. If you see 1 lmg gren squad, then that is no real threat. Just make sure you are in cover when you engage it and force it off the field first by targeting with as many units as possible. If you consistently struggle against inf choose shocks, if you need to quickly destroy light vehicles choose guards. If you plan on using lots of T34's I would also choose guards. You don't understand how good guards are so you attack me. I can tell you from experience, if you learn to use the unit fully it will not disappoint you. I also want to make clear, yes button is 40 munitions per use (in a munitions light faction), but unlike shreks for the Soviet the Ost player never knows when you are going to do it. Therefore, you can drop it whenever you fine it most helpful and at critical moments in battle. The shreks are obvious once you see them you know he is going after your tanks. Guards are a thinking man's unit, and the ability to stop a tank for 40 munitions and allow you to get 1 or 2 more shots off is killer. It also requires the tank to accelerate from a stop, making it slow even after. Everyone agrees Soviets float munitions but as soon as someone says "You gotta keep using them to stop tanks dead", everybody else goes "Oh I don't have the munitions for that". Seriously, you have the munitions, you are playing Soviet. In: COH2 Gameplay |
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