Exactly, I use them to even kill medtrucks. The MP is really hurtful and robs them of a very important tool to stay at the front
i thought you can't call in "skillplanes" in base sectors? |
1. don't let them get vet 3-5 in the first place by using cover and not fight engagements you can't win
2. use vehicles...they have no faust
3. if you went T1 (for penals), use a sniper...falls are expensive to reinforce
4. if you use penals, use cover + flamer. |
usf and ukf are 2 big jokes!!!
why?
USF, UKF have no clear gameplay purpose. Infantry need 500mp and 120fuel to be competent. You need muni to buy guns!!! and you pay fore each one separately!!!
no gameplay purpose? what do you mean?
500mp and 120 fuel to be competent? what do you mean?
axis aldo need munis to buy guns
you cannot have mg and at without backtech!!!
only usf doesn't allow mg and at in the same "tech". I guess it's just a faction design, call relic if you don't like it.
why!!!???
|
Basically don't listen to anyone else only listen to me because I know the truth that you seek.
Tiger in 1v1 only sucks if you don't do the following, if you do the following it's a game winning unit.
- Upon getting the tiger out, slow the game down and consolidate your forces, your objective is to keep the tiger alive and get it to vet 3. To do this the game needs to last 45min+. At vet 0-2 it's a liability at vet3 it wins games.
- Keep the tiger in the centre, and ensure it's well protected with pak40s and a teller on the flank, do not let it fall prey to soviet ram and IL2 strafe.
- NEVER GO PAST THE HALF WAY LINE - keep the tiger in your territory, and use it to BLAP enemy infantry, and finish off wounded enemy tanks. It is a defensive unit.
- Stall until vet3, upon reaching vet3 the fire rate improves greatly, and it basically becomes an army destroyer, if you support it. Slowly push up the map, giving it support it needs, and you'll eat your opponent alive.
A_E well said, my point exactly.
Tiger (as all tanks, but especially heavies) needs a proper support. Then it can shine. |
ok kid |
nonsense babble with no arguments
not the first time...
I see he does that in multiple topics...
another troll I guess? |
1. yes it does, you are wrong.
2. 1v1 is meta simulator aka fastest clicker simulator aka you need to be a virgin playing coh2 for 10hrs a day to actually be competent.
1. just saying "you are wrong" doesn't prove anything. I have some experience in coh and I know what I wrote is true.
2. what? do you even read what you write before you click "post"?? |
tiger in 1v1 sucks!!!!!
stop playing 1v1!!!!
1. no it doesn't. It just needs to be properly supported - don't dive with it in the middle of the enemy like a charging bull and expect it to win you the game right there.
2. why would you say that? 1v1 is the hardest to play and the best to learn from so it would seem that you can't play 1v1s? |
OK, so what´s the build order, for example with Rifle Company? Should I go for 3 Rifles, or 2x Rifles and 2x REs? I find that flamethrowers are really only good when you can merge into them like the Soviets can. In my experience, my REs with flamer just get focused down, or the enemy simply leaves cover and beats them that way, because their rifles are so trash. Also, I am not sure that I can win blob vs. blob, especially once Obers start coming out. I have tried several times, and got owned every time.
I have also been experimenting with 2x Rifles, LT, .50 cal and Rangers with Urban Assault, and I got some decent results. I usually get a 2nd .50 cal after the Rangers, put Zooks on my LT and my RE squad, and try to get a Sherman out asap. Normally, the Sherman wouldn´t be worth it, but the bulldozer blade really helps to make the Sherman a bit less squishy, so it can defend itself at least somewhat against the P4.
Personally, I never go more than 1 (starting) RE...even with flamer...I go 3x rifle + LT.
Then if he blobs, I go nades + .50 cal.
Rangers are expensive but can work good with thompsons.
He can't get obers before 8-10 minutes, until then you should already have some vet on your rifles and a .50 cal or two.
Personally, I found that (regular) sherman vs P4J is usually just a pain in the ass. I go for sherman only if I know I had better fuel control, in most situations though, I think it's just better to go for jackson. |
Hi mediev,
I'm by no means a pro but I can give you some hints I think (if you are speaking about 1v1).
It's true, rifles are worse then volks and grens at range so you wanna try to fight up close but that is usually easier said than done. If you charge volk/gren in cover, you are gonna lose.
I found out some good results with rifle company cause it gives your RE access to flamer which is vital. Then try to push OKW's blob with your blob, you should win. OKW can be scarry and agressive early game cause of their scarry Spios. Rifle company is also very good cause it enables your rifles to build mines and green cover - both are very important!
Against ostheer, it's quite simple - flank the mg.
If he has good micro, try to go for mortar (if you didn't bleed too much manpower).
Stuart is kidna meh I think, if opponent builds a LV (222, flak ht, luchs) then go for it, otherwise stuart's AI is not good so most of the time I just skip it and go for bar upgrade instead or .50 cal.
(surprise) nades can also work and give you an edge.
Besides Rifle company, Airborne is also pretty good for dropped .50cals and dropped ATguns. Airborne are also very good and so is late game AT strafe. |