General Information
Register Time: 20 Jan 2014, 06:00 AM
Last Visit Time: 20 Nov 2024, 19:54 PM
Broadcast: https://www.twitch.tv/gbpirate
Youtube: https://www.youtube.com/channel/UCON2ubiyRfjP0HY9AGAuXIw
Steam: 76561198035726839
Residence: Canada
Nationality: United States
Timezone: America/Toronto
Game Name: GBPirate
One thing to note is that, according to the veterancy guide, the Jackson gets penetration bonuses with vet whereas the M10 does not.
That factors into the M10 being an expensive piece of shit.
And it comes in at 7 CPs because a Stug E is 6, for example. Tryin' to make the shit balanced.
In 1v1s as USF, I like to build RE Rifle fuel cache Rifle Lt M20. Its possible to get an M20 out in under four minutes. This works great against Ostheer players (just watch for faust from grens) and against OKW, regardless of their tech choice (med truck or mech truck). The biggest issue with this is if my opponent goes for the mech truck as OKW, but the solution is simple: get the M20 crew out of the vehicle and put in the rear echelon squad instead, and tech to captain. Airdropping AT gun from airborne is viable, but puts you at a disadvantage because of the cp cost.
The biggest issue to face would be a flak half track that can suppress the m20 crew/captain. Just get an AT gun, then. Or out-micro them and use AT nades/M20 .50 cal in rear to kill it.
I usually lay M20 mines like crazy; they take half health off a panther and immobilize it, and they kill any light vehicle. If you play the map right, you can deny your okw opponent muni for shreks; an Ostheer player not having fuel is great too.
I don't have the time right now to explain this in as much detail as I'd like, but having that fuel cache early game really helps with fuel output and getting a fast Sherman, or doing the double T2-T3 tech, then still having decent fuel income to get a sherman out relatively fast.
In 1v1s, Shermans are great. With the right mix of M20 mines, At gun(s), you may only need one Jackson + your zooks to kill tanks. Your Shermans/M8s (scotts and/or greyhounds)/rifles massacre infantry when they get vet. BARs and M1919s are you best friends.
I only read the first and last pages of this thread so far, but what would make sense to me is...
Start drawing up ideas for CoH 3 and do it right. CoH 2 is fucked up. vCoH was great because it covered about six weeks and OF was great because it covered like two and was only three months away from the setting of vCoH, therefore, factions could be relatively balanced in terms of technology.
CoH 2 is just a hodgepodge mess of technology. German armor is techologically superior to Soviet armor, and the IS-2, which should beat every piece of armor 1v1 (except KT and Elefant) wins half the time against a Tiger.
If Relic wanted to tell the story of the Eastern Front, they should have made two - if not three - different years to represent each faction, releasing no more than four factions (although there would actually be eight, or twelve).
Infantry could be relatively same between each faction's time period (Grenadiers, conscripts PGs, Guards) but perhaps the number of men could change due to the weapons they carry (PGrens could be five men with MP40s; by 1945 they would be 4 men with StG 44s). Vehicles could be taken away and added, or newer models of the same vehicle could replace the older one. For example, in the "early war" and/or "mid war" periods, the Panzer III could be present (with different velocity guns), but removed entirely in the "late war" period. Tech costs could be changed to represent the increased (or decreased) usefulness of various vehicles. Commanders could be totally different for each faction's time period, or could be similar; or both, depending on the commander, for that matter.
It's complicated and time consuming, I know, but it would add a somewhat historical accurate depth to the game which could be reflected in the campaign as well as in theater of war.
That system easily allows the introduction of other factions if Relic wishes to stray from the original setting (as they have in CoH 2); for example, a "early war" and a "mid war" period could be used for a British North Africa faction. Hell, they could make a German and/or Italian faction representing the same two time periods in Africa.
Side note: As many people already imagine, I too imagine that North Africa would be relatively easy with the current weather effects to be implemented. Just change some sounds and have the temperature go up to be a bad thing (or maybe a hydration gauge?)
Anyway, my general frustration is:
Moving CoH 2 between fronts when there was so much hype about the "untold story" of WWII (from the western PoV).
Having factions that try to represent four years of a war in which technology was rapidly advancing
Units in the campaign not available in online play
Specific units in a single doctrine; it makes it harder to learn to counter said doctrine without having the ability to physically play with the doctrine and to "feel" how units work (like Partisan/Ostruppen doctrine, for example).
-----Perhaps all doctrines could be available to all players when playing with AI only?
I still love this game, there's just ways I think it could be more fun, more exciting, more accurate, more accessible, and overall, better.
I don't mean to be rude to Glenn here, but I've seen him play and I can confirm this is a L2P issue on his part. He likes to "YOLO [his] Jacksons" at King Tigers on a regular basis and he told me once, "retreating is for cowards". My winning percentage in allies with him, across 2v2, 3v3, and 4v4, is less than 40% in each category.
Just kidding, Glenn knows what he's talking about. I agree with him, especially about the way the tiers work. At least in the Soviet tier system there's something that can reliably engage enemy armor and kill infantry (except T1 of course, but penals and demo charges can do work against immobilized vehicles).
I wish the Jackson would have the Marder III's ability in vCoH to do 1/3 damage if the round doesn't penetrate. That was always appreciated... perhaps the Jackson's damage should be toned down by 40 or fifty to compensate? Anything in T3 for Ostheer would just be burnt out rather quickly then.
I think that I have noticed a bug with TM-35s recently; I either kill or force a combat engineer squad to retreat while placing a TM-35 mine, then when I walk over the location, it goes off.
For example, I see a combat engineer placing a TM-35. They just started, so I walk my grens over there within rifle nade range, fire the nade, and kill three models. By this time it's about half way done. Then, I either kill the last model, or my opponent retreats it before the progress bar completes. After moving over the spot where the mine was being placed, there's a soundless explosion (is that also a bug? TM-35s not making a boom when detonating since sometime in beta/early relace?), and a few grens die.
Has anyone else experienced this or thinks they have experienced this?
I could just be...mis-remembering and fatigued, but I'm pretty sure I've experienced this multiple times.
And the thing that annoys me most is when some infantry, Riflemen or Airborne usually, just walk up to it from the front and kill it.
The MG should be a hard Counter to infantry in its arc, balanced by its lack of mobility and the limitations of said arc.
Right now, it just can't do its job, so i'm better off without it.
Personally, I find that sad. Seems they don't want us to use Combined Arms anymore.
I was playing a 4v4 with friends on La Gleize. A guard squad tried to flank my forces at the north VP, but my vet 0 or vet 1 MG42 was waiting behind the wooden fence a bit behind the house overlooking said VP. The guard squad came around the trees and was fired at by the MG42. They became suppressed but still crawled forward over the open snow-covered ground. They came within grenade range, threw their grenade, then wiped my MG42.
They weren't in cover, but they weren't in negative cover either.
I mean, wtf. I only looked over to see them chuck the grenade; I was expecting at least one flanking squad and had my counter properly setup behind a fence for cover and it gets wiped. I figured it was going to be o.k. and was microing other engagements near the village, but no, I was wrong. That shit makes me hate this game sometimes.
in 1v1s, against USF, I would honestly much rather get a sniper and an MG42 than two MG42s, but at 360 mp, you're better off saving that mp for a Pak gun against the M20 or M15.
I would definitely support slight buffs to everything previously suggested. Would it also make sense to have a grenade range nerf to every unit when suppressed? If you're crawling on the ground, it's harder to lob a grenade at range laying down than if standing up.