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Thread: Jackson a discussion and compariosn23 Aug 2014, 06:25 AM
Do you think HVAP being vet 0 and flanking speed being vet 1 as the only change would break the game? In: COH2 Balance |
Thread: Too many Heavy Tanks22 Aug 2014, 02:02 AM
They are unlocked too early / without teching and the pop cap not being tied to territory means you can realistically field multiple heavy tanks while the rest of your army is in tact and you're pinned in your base. In: COH2 Balance |
Thread: Are there any new commanders in the works right now?21 Aug 2014, 12:33 PM
I'd put money on it. Along with a WFA Theatre of War pack. Maybe even a short campaign if we're lucky. In: COH2 Gameplay |
Thread: Brick wall at rank ~2000-220021 Aug 2014, 09:23 AM
So I searched through the replays I'd saved and only one of them was actually "kind of" what I described above. I don't often save losses which I really should, and it turns out I didn't save any where they had an out of control inf spam. There was one that was on the last patch that I lost because of that minor update This one is more like an exercise in watching us squander good early victories, fool ourselves into thinking we're in a weaker position than we are and surrendering when we could actually come back and win the match, because we don't realize how badly we've hurt the enemy. Of particular note is the psychological impact when an obersoldaten squad hits the field. My teammate practically suffers ptsd from some of our earlier games. It does highlight some of our weaknesses though I'm sure. In: Strategy Desk |
Thread: I suck, Part 321 Aug 2014, 09:22 AM
Uploading for critique on forum. In: Replays |
Thread: Brick wall at rank ~2000-220021 Aug 2014, 01:43 AM
On larger maps we do have problems coordinating, although even on tiny ones (Minsk pocket I think is the name of it?) this is causing significant problems. My partner handles T3 and anti-armor stuff (Captain + AT guns -> Jacksons) and I go T2 -> T4 for LT, MG, AAHT and HMCs. I am usually Rifle company, so I get Easy 8 or Jacksons later on, depending on what we need. We both play USF, so we do not have maxims. Tier 2 is the earliest we can get MGs, and the .50 cal is easy to kill after they "fixed the bug" and added a 25% received accuracy modifier to it. My normal build involves an AA Halftrack as a mobile supressor/infantry killer, but it has stopped working well and in the last couple of games I skipped it in favor of a faster major. Which is sometimes good, but sometimes bad. I will post a replay when I get home if people are willing to watch it (sub 30 min games iirc). In: Strategy Desk |
Thread: Brick wall at rank ~2000-220021 Aug 2014, 01:14 AM
A while back I solicited advice from the forum regarding 2v2s as Double USF. Since then my teammate and I have improved quite a bit and we've managed to achieve a positive WLR (30 - 25). We cracked top 2000, but ever since then we've been been having enormous difficulty and as of the time of writing, we have dropped to 2400ish. I do have one or two replays saved of recent losses although I'm not at home right now so I can't upload them. We have been losing to very similar strategies in most cases these days, which I will describe here. They will be OKW + Ostheer. The Ostheer player will spam grenadiers. The OKW player will either go pure volksgren, OR they will get a mix of volksgren and sturmpioneers. In any case, it is extremely infantry heavy. It's manageable to start with, and we often wipe a squad or two early on + secure a territorial advantage. However, 5 minutes or so into the game, they start getting panzershreks on the volks, and LMGs on the Grenadiers. These eventually proliferate and they have, in short order, an LMG gren blob and a shrek blob, with mixed OKW infantry amongst it. It may not be always in an explicit blob form, they do split up as these are not "idiot" players. However they will heavily punish our units and we will be on the back foot from here on out. Recently I have been fast teching to major to get fast Howitzer Motor Carriages. This sometimes works, but most often the opponent's next move is a panther. I think it's coming out from OKW, although I've not analysed the replay to be certain about that. We do have an AT gun and some zookas by this stage, but not anything heavy enough to really punish them. If I eschew a howitzer carriage in favour of a Jackson or conventional Sherman (often I have not quite unlocked an Easy 8 by this stage, or the E8 comes out slightly after their panther does), their infantry continues to wreck us. Sometimes my MG will stop them momentarily, however LMG grens *wreck* them in seconds. The Wehr player always gets a Pak40 as well, then often stalls for Tiger or something like that. We are finding this exceptionally difficult to overcome. What is the meta for dealing with this kind of unit composition? Am I supposed to just try and spam MGs to lock the map down? Or blob my own infantry, go inf company and get 1919 spam? I don't want to counter cheese with cheese if I can avoid it. In: Strategy Desk |
Thread: What should Relic do to increase allies-players?19 Aug 2014, 04:56 AM
What about a gun upgrade for the sherman like coh1, but you lose the ability to change rounds ( AT rounds only) and comes with a decent cost? How about we replace the 57mm AT gun with a 3" AT gun that costs more but is in the ballpark of the Pak40 for AT performance. 57mm AT gun then becomes an airborne exclusive unit. In: COH2 Gameplay |
Thread: What should Relic do to increase allies-players?19 Aug 2014, 04:44 AM
90% of players are not Axis. The true ratio is probably something like 55:45 or 60:40 at most. Since all games have an equal number of allied and axis players (in automatch), and there are far more people in-game at any one time than there are in the lobby searching (games go for 10-50 minutes, auto searching takes 1-10 minutes), the counts you see in the lobby don't represent the total number of players. Germany is always a favored faction in WWII games. Germany is even the most popular country to play in the Hearts of Iron series, although not for exactly the same reason. In operational level games, people like playing Germany because they're this active conquering nation fighting against overwhelming material advantages enjoyed by the other countries. They're the prime movers of WWII, they have the initiative, and they win spectacular victories (historically). When you're playing a board game, or an abstract strategy video game, you can hide away the actual atrocities and excesses of the regime and just get stuck straight into your power fantasy of being this Alexander-the-Great style supreme ruler conquering the world. In tactical level games, the appeal is a bit different. Late-war Germany gets all of these famous tanks, they get cool and unique weapons like the StG44, they get rockets, high tech stuff, and a lot of their vehicles, uniforms etc all just look cool, aesthetically. Germany has a postwar reputation of having "the best of everything" (not really deserved in many cases but the myth persists). In: COH2 Gameplay |
Thread: M8 Scott HMC18 Aug 2014, 11:05 AM
Yeah, the shot blockers are how I deal with Paks when using them. Although I agree that they're not amazing for decrewing AT guns. What they are great at is helping to deal with late game blobs, and quickly rushing to nuke obersoldaten or other tough infantry units. You can get in, blast them, get out before they can really respond. You need to be careful with positioning of course, I've lost quite a few to a sudden armor push I didn't expect. Would it be better if we improved it as an indirect fire unit, but weakened its direct fire somehow? I'm not sure how we could do this, btw. In: COH2 Balance |
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