Ehhh I like the suggestion of two T34/76s in one price bundle.
Call in t34/76 just wouldn't work. If Ostheer/Soviets were designed around crappy medium-tank call ins (panzer 3 pls), that would work, but call in t34/76? nawww. not worth it. |
Thread: Jove24 Feb 2016, 04:58 AM
cmon not speaking english nowdays i rly dotn belive that even my grandma can speak english...also im sure some would kindly translate if needed
Then make a thread and ask him and another russian speaker to have a Q&A. |
Heh, if this is what I think it is, ya'll are about to be floored.
Is this good or bad papa Bear? |
Hey fellow bears, dont know if this is the right thing to do, but here it goes..
Looking for a Consistent 2v2 AT partner, prefered from the EU timezone, but not a demand. i've noticed that we aren't many bears playing as much anymore, wanna change that + i am tired of getting my ass beaten couse of random mates
Message here or add and write on steam..
~TAB~DontReallyCare / Tarran
Paging the Euro Bears.
Sorry man, Im a 4v4 scrub player. I do very rarely dangle with the art of 2v2 games.
However you should hit up Aussie Magic, I know he is a very good 2v2 player.
Roger that, will try aussie then
I have no countryman
Necro bump for no reason.
Hope everyone's having a good day.
I hope that you've found a 2v2 partner by now, Tarran. |
Still looking for members? Currently at 1318 games played. Been gaming since release, have quiet good micro at this point, and so are interested in teaming up with players to learn more about overall strategies, teamplay and the like!
http://steamcommunity.com/profiles/76561198035726839/ me
http://steamcommunity.com/groups/CoH2TheAngryBears#members TAB members
theangrybears.com
is the teamspeak address
feel free to add me or other online Bears, hop into TS, and get some games going, mate! Rule of thumb is to not be an asshole, be receptive to constructive criticism, and be friendly! We're having lots of Friday socials where some of us (12 or more people, usually) get on ts and chat about life while slightly intoxicated so it's always fun! weekends are good too.
Hope you have fun mate! |
While coh2 will never be the game that we all want it to be, in a year or two's time the state of balance will be relatively even with no new additional content. We will accept the balance as it is and strategies will develop and become cemented, much like coh1 in 2012-13.
coh1 had about 7 years before coh2 launched. We're 33 months into Coh2 at this point. 2.666666666666666666666 years, about.
Just keep your head up high and your fingers ready on the keyboard to micro the hell out of your shit. |
So, let me get this straight:
Say there's a vet 2 rifle squad with 5 guys. Just shot a Jerry sniper and now is vet 3.
Assuming that all 5 models were reinforced while the squad was vet 2, do all men get vet 1/2/3 bonuses, or do they only get vet 3 bonuses after reaching vet 3?
According to Cruzz, this veterancy issue does not apply to received accuracy except for the listed squads?
When this is changed, this will make the mid/late game more lethal, in general?
I remember a similar issue occurred a year, maybe a year and a half ago where veterancy wasn't applied. Am I correct in that? |
there are multiple reasons why the timing in this game is so uninterrupted compared to say, dow2. personally, i would not only like for more infantry/support weapon/very light vehicle play but also more play with light/medium tanks, particularly in team games which i play.
anyway, analysis. coh2 teching is really fast for a couple of reasons.
one, vehicles and tech are the only thing that fuel is used for. since there are a limited number of vehicles early game and those that are available tend to be fairly cheap it means that teching is going to happen sooner rather than later and that, for those factions with early vehicles choices, the construction of light vehicles may result in a 1 or 2 minute delay in teching; nothing major.
two, most factions have a small number of tech levels. OKH is 4+1 (5) but generally only builds 3 (+1). the soviets are also 4+1 (5) but also generally build only 3. the difference between OKH and USSR is that OKH branches at the top while USSR branches at the bottom. UKF is basically 2 (+1+0.5+0.5). as a result UKF tends to tech pretty fast. USF and OKW have a similar structure in that they are 3+1 (4) and both have a choice at the bottom of the tree. effectively, they have 2 (+1) tech levels. like the brits, they tech fast.
all of the above tech splitting is done for the sake of "diversity" but the result is an artificial limitation that removes core features from the faction. it's like a car with a list of features (mirrors, power steering, head lights, heating, locking doors) and you're told "pick 3 of 5" based upon your situation and personal preference.
dow2 had linear tech for all factions, with all of the base units available in a given game, but players never purchased each of those units because it didn't make sense to. the system of counters is a lot harder than in coh2, and there are more unit types, and squad loses are much more devastating, so players picked what complimented their play style and/or countered their opponent's. what limited tech not artificial but rather a product of having more choice than buying power in a single game. the tech being linear didn't detract from the overall game and the variety of units meant that a player generally had some kind of counter (with a few notable exceptions).
additionally, power used to tech and buy vehicles, like coh2, but also for upgrades and the more powerful base units. this meant that buying a lot of t1.5 units would delay your t2 timing, leaving you more vulnerable to a vehicle rush, but was worth it if you could keep the enemy delayed as well. another important factor was that tech power costs were very high, making the transition timing an important decision and delaying a unit purchase.
tl;dr: dow2 is better designed because THQ wasn't going backrupt.
the only way to fix the current rapid tech and limited units is by redesigning the tech for all factions and/or adding more units so that there are more units for each timing window, the windows are longer, and there is always a counter available.
pls don't use OKH to refer to Ostheer/Wehrmacht.
No sense to it. Just confusing at first. |
As a Soviet player, I typically get two, even three Maxims. Two infantry squads (conscripts, maybe a shock squad if shock rifle frontline). Alternatively, you can get 2 Guards + 1 conscript.
After that, you'll either need an AT gun/T3 T70 or T3 and SU76.
If your mate goes with only 2 maxims, M5 w/ Quad .50 might be necessary for added suppression. Or you can get SU76 + M5 Quad for a healthy balance.
The issue is when you need AT. If you're fighting double OKW you may need SU76/early ZiS 3 to counter Luchs. Or, you may not need them if they went with ISGs to try to counter your maxims.
In the late game, soviet player can get IS2 (Shock Rifle/Armored Assault) or T34/85s (Advanced Warfare/Armored Assault).
There's an art to using maxims. gotta avoid the deathloop.
For USF builds, the strongest build at the moment is 3-4 rifles, captain, stuart, M5 Quad .50 cal, then calliopes. Usually you'll have fuel to spend between stuart/M5 and CPs for Calliope, so you can do a few things:
1) If you're winning, a second Stuart will help press your advantage
2) If you're high on your CPs for some reason, but a little low on fuel, you can get two Anti-Tank guns.
3) Major, 1-2 Jackson
4) Back tech to LT (usually if you only have 3 riflemen; 4 rifles + LT is too much) then get M20 to plant mines.
Also get M1919s on your rifles. Double M1919s will make you win almost every engagement 1v1 with your rifles.
Other good commanders are Pershing/Infantry. Pershing because it has mines/sandbags, Infantry because it has mines/sandbags and M1919. But it has no M5 Quad so you won't have that mobile, 360 degree suppression.
Encourage your soviet buddy to put mines everywhere: on roads, on paths that infantry have to squeeze through (break in a fence) in doorways. Trip wire flare mines, too. Try combining a TM35 w/ a demo.
Better yet, try combining a demo with an M20 mine to kill almost any axis vehicle.
If you go for a LT build with Sherman, you've got only light AT. If OKW rushes out a panther, that could be difficult or impossible for you to counter. Not having an AT gun can be a big issue. |
Wow this thread is pretty cancerous. |