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Register Time: 20 Jan 2014, 06:00 AM
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Broadcast: https://www.twitch.tv/gbpirate
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Crypto "please nerf maxim, finally it is useful" thread detected :]
Seriously though, it is ok.
And yeah you need the third one to stop that lone creeping volk. Sometimes I had to build 5 to hold the IncNade-Throwing volks. Then my opponent went like "where izh the fun in this?" or " How is dis fair? WTF can I do?"
Regardless, it is easily hard countered by competent players. 3x Grw, 2xISG, rNade spam etc.
Three mortars in a 1v1? Is that a healthy unit composition?
But no, this is not a troll thread. I hardly play 1v1s as Soviets.
It worked well to a degree against Strummingbird (the second time) and he's pretty good.
explanation in the replay thread. Mittens had trouble with triple Obersoldataen IRStGs... Heavy armor at the end overwhelmed us, schwerer HQs prevented us from pushing their cutoff or just pushing into their territory, and vetted OKW infantry was no match for my vet 2 replacement infantry.
Anyway, I still think Jaeger light Infantry from scavenge doctrine are stupidly OP at their current crit %. Vet 3 con was hardly winning against a vet 1 or vet 0 JLI at the end; nearly wiped when a second one came in firing from max range.
StG Obers, as well as Ober suppression @ vet 4, is broken.
Tough game against double OKW. What could Mittens and I have done differently? Should I have been more aggressive? Should we have helped each other out more?
Posting this in the replay review section as well.
How about if you have too many units in a certain area (whether of a certain type or just number of units idk yet) then they are penalised with a delay when retreating. So when you click 'retreat' rather than an instant reaction they take longer to start retreating, as it would irl with a larger force.
So if you are controlling your blob and you hear kat/stuka etc or you get surrounded the enemy has a few more moments to inflict higher losses on you.
Smaller groups of units obviously have no delay still.
Just an idea, what do you guys think? I see lots of people suggesting altering MP income or debuff auras for blobs etc and just thought this might be a good start.
Messing with the retreat function would just be bad for gameplay. Elite Troops stun grenade (and maybe Sturmpio stun grenade) already do this.
It would be a rather poor mechanic if, as soon as you hear the pwerfer fire, you retreat, but you still lose a squad or two because they took to long to move. That wouldn't reward early reaction time and it would confuse new players about the "save my squad from certain death" mechanic if it didn't function consistently/how it does now.
Vindicare, I'd have to agree with the general premise that aggressive factions tend to play better.
here's a replay of this being demonstrated. Compared to vindicare, I'm a scrub, but I'm better than at least 90% of people who have bought this game, if not more. It got a lot easier when my opponent ran his stuart over a teller (after commenting about my mine bulletins), a rifle squad got wiped, and I kept my sniper alive. In the following game, my MG was stolen, my sniper got wiped a few minutes later and it was all over for me. I lost to the guy who ended up going onto the semis, so it's whatever.
I've got a thread on soviet strategies about a triple Maxim opening with some replays that are still viewable. I'd recommend checking them out. One replay, I got outplayed by Strummingbird, but he's just better than me.
With three Maxims on Minsk Pocket, I was able to use some classic, late 19th century machine gun tactics; two Maxims firing at a few squads on a VP, then my third maxim would come down on the flank and put in some enfilading fire. Cons and a shock kept flanks away, then 3 SU76s kept OKW vehicles away and their barrages lowered truck health.
Soviets seem to be the most even-keeled faction in terms of power. They have units that make them aggressive at all stages of the game. Maxims, Shocks, T70, IS2. If KV tanks weren't so crappy (excluding KV8) then Soviets would have killer late game options as well.
USF having such ubiquitous smoke is poor design. Having only one core infantry unit isn't necessarily bad. The problem is that, even with weapon racks (which could, theoretically, allow a player to have rifles used for different purposes), there tend to be rifleblobs of doom.
Even with the current faction state, the game is playable for most even at a relatively high level.
I think there are several things that need to be fixed, like the reinforce cost between rifles, Rear echelons, grenadiers, volks, etc. REs should not be 25; grens at 30 seem too high when against rifles, but against cons it is ok.
Obersoldaten getting suppression without any sort of micro or ability is silly. That's why it was taken off rifles with M1919s. Those are just a few things off the top of my head, but there are more. Well, one example is Jagdtiger killing 17lbr because the Jagd can attack ground outside of the ATG's range...silly.
There are still bugs with many things, I find. As far as I know there are still problems with british tanks' smoke shells when moving. Target Weak Point shouldn't take munitions away if it fails to fire... Weapon teams can be slow to respond to orders and MGs don't always begin setting up when being put in houses. Slow unit response times can be incredibly frustrating.
I think it's important for people who regularly visit .org to play in the ESL 1v1 cup if they enjoy playing 1v1s. This will let Relic know that people want coh2 to be taken seriously as an ESL game, even if it's a little imbalanced.