Yeah, with Relic's change to vehicle pathing, any click within a relatively close area will make the halftrack move forwards. It's better just to use the reverse move when it's in combat/close to combat.
Bit of a pain, really.
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Post History of Gbpirate
Thread: usf aa halftrack pathing is really screwed up22 Jan 2016, 06:31 AM
In: COH2 Bugs |
Thread: Panzer III22 Jan 2016, 06:25 AM
Stupid how the P3 isn't in this game at all... Really takes away the historical accuracy. Anyway, it would've been cool if there were options for the short barreled and long barreled P3, or maybe just one long barreled one. P3 would be a great way to add into T2 as an expensive unit or with side tech, giving the player option of choosing P3 now, or wait 2-5 minutes for a tougher P4. Sadly, Relic didn't want side tech for Ost/Soviets, really. Vanilla coh2 seems almost like a step back from coh1. One would've expected them to build on that in terms of tech, especially with PE's upgrades which were, arguably, too numerous, yet also a good idea. In: COH2 Gameplay |
Thread: US Upgrades18 Jan 2016, 05:12 AM
@OP, what perspective are you asking? In all game modes, 1s, or 4s? In 4v4s, I often have to get grenades before CPT or LT simply because it is viable for ostheer to get 2-3 MGs if the other player gets 3-4 volks. Smoke can be vital for winning those early game engagements. In 1v1s, Nades are usually a mid game tech. Smoke Nades are good against enemy MGs, against tanks (USF smoke nade slows tank movement and disables main gun), and enemy LMG units at range (high vet grens in mid game, Obers). Using regular nades are, more often than not, not worth their price. for 2 nades you can get a BAR. Nades work better in the late game when your opponent is fatigued, against weapon teams, against low health squads, etc. Throwing grenades behindcover can also earn you wipes, but only do this if you see your opponent dodging nades, or if you know he's good. As for bazooka and BAR tech and not teching, in 1v1s, there's a few ways you can approach this and they differ slightly from 4v4s. As Skabinsk said, if you're floating a lot of muni, you want to research the tech so you can get that extra dps and beat volks, beat LMG grens. While he (judging by his playercard) tends to play lots of 3s and 4s, and prefers BARs, in 1s it's a bit of a different ball game on your own. Infantry Company and Tactical Support Company are both good because they have the M1919. The M1919 lets you win engagements at long range against volks grenadiers, and against grenadiers. in tandem, they can beat Obers as well, depending on micro, vet, health, etc. The BAR is a good mid range weapon, used with a flanking squad. In any case, BARs and M1919s will increase the dps of your riflemen. You've just got to decide what role you want your squad to play in the grand scheme of things. That being said, in 1s and 4s I find Tactical Support and Infantry Co. are my most used commanders because of the LMGs, in 1s, infantry because of the mines/sand bags, in 4s, tactical support because of the potency of the callipoe. Thus, I usually have access to M1919s. Putting M1919s on all of my rifles/squads gives me less things to micro, but mixing m1919s and BARS on different squads can really pay off. Typically, my build order is RE Rifle Rifle Rifle LT M20. You can also get 3 rifles and captain, or 4 rifles and captain. The RE at the beginning gives you a slight advantage in capping power. You can also put the 2nd RE squad in the M20, giving yourself an extra zook. Hector does this in his 1v1 armor co. strategy, then getting an extra bazooka on that squad, supplementing his subsequent captain tech. http://www.coh2.org/guides/47115/armor-company That's more of a build if you're fighting OKW Luchs or maybe Stug III E from Ostheer. You can do that late game as well in 1s. Zooks still pen medium armor and can tip tank engagements in your favor. That being said, getting the bar/zook tech can help for your AT. If you grab one extra zook on your M20 crew, then go captain, you've got 4 zooks, 3 for free, and you've got quite a strong mid game in terms of anti infantry and anti tank firepower. When it comes to BARs/M1919s, double M1919 LMGs will beat volks. If you've got 3 or 4 rifles with M1919s, you can beat obers, you can beat Grens, you can easily kill out of place MG42s/34s. One thing I like to do is put M1919s on one RE squad and 2 riflemen squads. ON the REs, this allows you to use your suppressive volley fire ability at range at minimal risk to the REs. On the two riflemen, this allows you to have long range dps squads that punish pioneers, assault grenadiers, sturmpioneers, or falls that are coming at you over open ground. I put BARs on the other two riflemen squads. These guys get into mid range, they go into the VPs and cap them under enemy fire. With 5 men, they're durable. With the BAR itself, they've got a lot of dps. They're first in line in most of the engagements. They're being covered by the 3 M1919 squads behind them; those M1919 squads are firing smoke nades first, in front of the MGs, or in front of the LMG34 Obers, allowing the BAR'd rifles to close and get into cover. I do this all the time as USF. In 1v1s, the mine ability is great for shutting down flanks by infantry or vehicles. If it's 40 minutes into the game, you can park your M20 in your base, then have a squad jump in it and plant a few M20 mines on a side of the map that you just capped. Long story short, always get BARs or M1919s. It's best to mix them up in your army, but not on a squad to squad level. Use smoke nades when you need to in the early/mid game, definitely in the late game. Build a muni cache or two. Use grenades sparingly. Always use your munitions. Use your M1919 and BAR squads together, in an intelligent way. Identify your biggest threat (suppression platforms, charging squads... armor?) |
Thread: Brit Tactical Support "Artillery Cover"18 Jan 2016, 04:31 AM
So, Ostheer can use Panzer Tactician to obscure sight on an individual vehicle, infantry can retreat, so, depending on your doctrine, you can be saved. OKW don't have access to any smoke, I believe, other than WP from Falls/Obers. That's a problem. Perhaps instead of being super accurate artillery, it could be area denial. Use your imagination: let's say the ability lasts 90-120 seconds, and every fifteen to twenty seconds a huge quantity of high damage rounds fall, rather randomly, in the target circle; the quantity of the rounds, however, will still inflict damage to units in the vast majority (80%?) of the area. Perhaps the first rounds can be not as saturated, or lower damage, thus giving the ability some usefulness in terms of damage due to the rather fast speed, but also some forgiveness for the axis players. This would allow some risky staying power from one's opponents, if they want to stay in a point and cap it between the salvos and also giving said opponents the opportunity to not get completely rekt! It'd be a compromise, so nobody's really happy, but it still gives the Brits some damage, it gives them the area denial, but it also gives the axis players some maneuvering room and allows their vehicles to escape if they choose. In: COH2 Balance |
Thread: [USF] Live And Learn +%10 faster vet bulletins stack18 Jan 2016, 03:26 AM
IN regards to OP's post about faster vet, it does mess up the pacing of veterancy and, in theory, other factions have the same ability with bulletins, but the issue is the fact that bulletin drops are random. If (some?) bulletins were tied to achievements like they were before warspoils/WFA dropped, that would make getting bulletins a lot more goal-oriented. Assuming Cuddletronic comes back to read this, or another Relic employee, I'd just like to say that having a warspoils system and explaining the probability of dropping bulletins/commanders for each faction to the player would lend a big hand to both competitive and casual players. When players know that they're making progress towards something, whether it's with actual %age numbers or words in relation to each other (unlikely, likely, etc.), they're more likely to keep grinding, to come back to the game, to keep playing, to keep putting hours in, and to keep buying dlc if necessary. I'm loving the 1v1 ESL tourneys. I'm liking the increase in competitive tournaments (4v4, 2v2 tourneys starting this month). I hope this isn't the end of Relic's time giving coh2 major support. War Spoils overhaul, finishing up the Eastern Front with 1944-45 Theatre of War packs, Brits campaign, optimization for hardware, and patches to make under used units/commanders in competitive matches viable (USF Recon Support/Mechanized Co., M8 Scott; role of Penals vs. Conscripts), patches to make the game more balanced/fair for each faction (MG34 for OKW, changing deathloop for Maxim, etc.) I love coh2. I love playing coh2 competitively. I'd hate to see it go, its servers shutdown, or the competitive player-base to leave because patch support ends. Single player, players who comp stomp with friends, they're all important players - and a much larger monetary and physical base - than the relatively small number of community players. Thanks Relic In: COH2 Bugs |
Thread: [USF] Live And Learn +%10 faster vet bulletins stack17 Jan 2016, 23:32 PM
Can rifles get 3x 3% accuracy bulletin? I only have one and it's "common"... i.e, not drop-able? In: COH2 Bugs |
Thread: Faction artillery options17 Jan 2016, 23:02 PM
Their kill potential is worthless against tanks because they will never reach their potential. no one except noobs are going to sit there and be hit by multiple shells. Eh, in 4v4s there are good chances that you can catch heavy enemy armor off guard - particularly the jagdtiger or the king tiger. It's impossible to kill the tank, yeah, but 2-4 howie shells landing on target isn't hard to do. That being said, if you can damage the engine of any of those big fuckers, it's easy to barrage in their intended path and still get a lot of hits. With priests I prioritize okw trucks, then heavy vehicles/blobs depending on the state of the game. In: COH2 Balance |
Thread: Infantry Company playstyle17 Jan 2016, 07:42 AM
Oh my oh my oh my. I've gotta agree with Long Johns here: Didn't need the Mortar HT By getting that, you sacrifice any offensive capability that the stuart would give you... Rifle nades do the same thing against MGs as the WP rounds do against the MG34, and they're more accurate. float less muni! More m1919s pls! As Long Johns says, it's all about momentum. not sure why you got a fifth rifle. mis-click? Floating that much fuel you would've been better off replacing the lost rifle with LT, then an MG. Okay, bed now... If you had more m1919s you would've shut your opponent down. He would've been done. With your squads in pairs, your *four* m1919s would've melted those volks w/ schrecks. Falls wouldn't have mattered to you. you would gun them down as they approach you, and you would out dps them at range. With nades, you just smoke his supporting MG34. |
Thread: USF commanders17 Jan 2016, 07:30 AM
In 1v1, Pershing, Calliope, Armor/Infantry company are good choices. Pershing, for reasons stated below, Calliope for M1919s Armor company for flamethrower/mines (Assault Engies have same mine as pershing/inf. co.) and demos, as well as M10s, letting you stay in Lt/cpt tech before getting major/making a comeback Infantry Co. is good because of M1919s, mines, time on target barrage. I don't own pershing, so my loadout is calliope, Armor, Infantry. Rifle co. used to be good, but it, like airborne, is eclipsed by others. Mechanized & reconsupport were and still are garbage. 4v4s, I almost always go calliope when playing as USF because it's so good. much better than katyusha, M1919s are great on rifles, RE squads. If there's two USF players, one going infantry, the other calliope is good. I use calliope for blobs/med trucks, priests (en masse) are good for barraging trucks/heavy tanks (like Jagdtiger). 3-4 priests on any truck can lower its health, stop vehicle repairs, and kill retreated blobs. 2v2 it varies; usually calliope or infantry. having on-map artillery is great. you can also popcap abuse (same goes for 4v4s), but armor company can be useful if you have a brit ally on an urban map as they lack flamethrowers. Getting 2 assault engies, however, is risky business. |
Thread: Infantry Company playstyle17 Jan 2016, 07:22 AM
Thanks for the advice, I totally forgot about mines in favor of more weapons. I do not like USF tanks, which focus on mobility but can't really flank as well as infantry. Because they are really squishy and probably won't get any veterancy with my bad unit micro. 1) Mines win games! 2) You can flank with tanks, especially on a map like Crossing. Just need to know what AT is where and to knowingly swept the area/routes you're using. a) don't chase and get shit killed. no need to chase excessively. It's better to take ground and preserve your shit rather than risk your own stuff, potentially losing you the game. 3) Pack howitzer is good, but it won't stop a blob 4) With 4 rifles, that's a formidable amount of infantry, but by the time your fourth rifle came on the field, you had enough fuel for captain but only ~100 mp. Consider making a second RE right away or after the third riflemen squad. a) With this build, you have a an extra 1.5-3.0 manpower income (because of the popcap difference between riflemen and RE). Additionally, this can allow you to backtech to LT (to get extra AI power missing from 3 rather than 4 rifles, but also, you get access to the .50 cal). Alternatively, you can go Lt - M20 - Captain - Stuart. This delays the stuart by 70 fuel (~3-5 minutes) but it's still viable. M20 can force your opponent to tech to T2 faster/build a raktenwerfer earlier, taking up some of their popcap/manpower but sacrificing their own anti infantry power in the early game. Even with M1919s, you can still use your rifles aggressively, flanking, etc. I'm not watching past about ten minutes (I want to sleep), but in general I can say that, as USF, using your munitions is crucial. As others have said, use those munis! LMGs, mines (mines in doorways as well; maps like Arnhem, Kholodny, etc., put mines in front of important buildings' entrance(s). Also, smoke grenades are useful. LMG obers, falls, MG34s/42s, LMG grens on the field? smoke 'em. Any infantry that can close (LT, rifle w/ BARs, RE w/ BARs) will do great as well. M20s are good because you can lay the M6 mine that disables vehicles and does high damage. Late game, building an M20 can be useful just for those mines. Also, you can sub out the vehicle crew w/ an RE squad, grab an extra zook, then give yourself a nice helper for your captain. In general, don't confine yourself to one build order. Give yourself options. Calliope commander and Pershing are also good in 1v1s (m1919, infantry mines, respectively) |
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