The performance of riflemen compared to other early infantry is the reason.
Riflemen being 280 mp and the best vanilla, core infantry, has nothing to do with the 280 mp MG.
If my MG is going to be 280 mp I want 6 men on it like the soviet maxim.
Thread: Kubel vs Bazooka rush25 Sep 2014, 16:54 PM
Riflemen being 280 mp and the best vanilla, core infantry, has nothing to do with the 280 mp MG. If my MG is going to be 280 mp I want 6 men on it like the soviet maxim. |
Thread: How to counter Soviet call-in meta18 Sep 2014, 19:14 PM
This was a gg, with about 18 minutes of pure infantry combat (with a scout car that quickly died). Shock troops replaced lost conscripts, so I ended up losing three grenadiers overall. Both sides waited for call-in tanks, because that is clearly the better option. Anyway, I flanked his first ISU and pushed his cutoff hard. I managed to destroy it. I figured, what's better than one tiger? Two tigers! So I purchased a second tiger and finally destroyed my opponent's second isu with two tigers, as well as all of his remaining forces. I don't think games should be like this in 1v1. It's a lot of fun having two tigers for the first time. In: Replays |
Thread: 4v417 Sep 2014, 22:14 PM
Some very interesting points made... having different unit stats is probably the best way, but it is so much work. I don't play 4v4 or 3v3 often. Sometimes when I'm bored and don't want to be as stressed, I play with big teams. It is less micro; if you lose a gren squad at ten minutes it's not that big of a deal. I think the biggest issue in 1v1 is call-ins/heavy tanks. A big part of 4v4 imbalance is the same thing. I think halving the fuel income of all factions would be beneficial to balance. Not sure how OKW would do with that...maybe strategic points should give one less fuel and/or fuel cache bonuses would not apply to okw players? Also, cutting off resources to players should be easier. If two players are cut off from the map, but if the other two players in the other base sector are connected to territory, the two 'cut off' players still receive resources. These are all my ideas/brainstorming. I'm not saying they would all work, but they could all be altered slightly to improve balance. There's not much that can be done with automatching...It seems to be working fine on 1v1, so I assume it works fine with 4v4, but, there are eight players instead of two. Your best chance is to play during the hours of the day (or night) when CoH2 has the most players online. I like playing 4v4/3v3. It's fun, not as stressful, and awesome at times (awesome in the sense of instilling fear... when railway artillery obliterates clumped infantry). It's fun to see so many units on the field and there's always action somewhere to watch or to help your friends out. It's incredibly rewarding to flank the south of La Gleize with three Shermans, driving west to east, to catch a Jagdtiger in the ass In: COH2 Balance |
Thread: The New Soviet/Ostheer Matchup15 Sep 2014, 21:39 PM
Here's my BO. Steel, this BO really restricts your capping power. Do you change it with different 1v1 maps? (Do you usually play 2v2 or team games?) How many strat points do you usually hold on to? 3+ a fuel point? Do you push for fuel with your double gren + MG, or do you push for cutoff? Or both? I prefer 3 grens and 1 mg42; I change that depending on the situation; sometimes a sniper, sometimes a second MG or a mortar. Sometimes I gren spam and get five (like Cataclaw). My play style is a more mobile one, with less emphasis on combined arms. After the spring patches of 2014 I built three grens and two PGs. My rank went up about 1,000 and I ended many games before 20/25 minutes. Gone are the glory days... In general: I have found that the gren/con matchup is much more even than it was, so mp drain is more of an issue now. The changes focus more on combined arms, which overall is a good thing for the gameplay. |
Thread: How to deal against 4 Shermans with 1 Axis tank15 Sep 2014, 21:31 PM
This thread could easily apply to other fast vehicles attempting to flank/get behind your vehicle. I played a game many months ago on Langreskaya. My opponent went soviet industry and eventually made about 9 T34s in total. I had three grens, a Pak, a P4, and a Stug. The game ending push came with six T34s. This was back in the day when ram was a good way to kill any medium vehicle. I used my fausts, and the stun ability on the Stug/Pak gun to prevent rams. I slowly destroyed each one by one (although it was overall rather fast). With six T34 wrecks (and three others from before) on the east side of Langreskaya, my opponent quit. Always back up your vehicles with infantry and Pak guns. Use your muni abilities to either save your own vehicles, or to ensure the destruction of enemy vehicles. Tellers are cheaper now but still do engine damage. Use them on roads, on your flank, anywhere. |
Thread: The current metagame of CoH210 Sep 2014, 21:43 PM
This game reflects the shitty CoH2 metagame. A summary: Relatively equal map control, about 60-40. Full health PG wiped by TM-35 mine. Soviet player uses combined arms, not teching beyond T2. Ostheer makes the mistake of teching to T3 and buying P4 instead of waiting for Tiger. P4 dies to double T34/85 around 20 min. Both players wait for more off-map heavy armor One player wins manpower war/slowly wiping squads over time (Soviet) Tiger destroyed, gg. The end. In: Replays |
Thread: How to Deal with Riflemen27 Aug 2014, 13:07 PM
Whenever I'm playing as the US against Ostheer, I always try to get in close with my rifle squads when fighting grens. That being said, use cover to your advantage when fighting rifles. If your gren is in green cover at full health, and the rifle squad is in yellow cover, I would hope to the RNG gods that your grens win. If your opponent wants to engage at close range, make him run over a road or open ground - I do the same against sturmpios and it's super effective. In the first five or ten minutes, if you find yourself in a 1v1, gren vs. rifle, try your best. Don't lose your squad, but try to kill 1-2 models and/or get the squad's health down low. I like going 3-4 grens, then double MGs. (Gren Gren MG Gren MG) Sometimes I'll get a mortar instead of one of the MG42s, but often times I just get the mortar HT. Sometimes, I get a sniper instead of the second MG. Well microed snipers, even in urban maps like Semoskiy, can do some good work. Don't underestimate the stun round. I used it for the first time against an airborne squad. I took out the last three men with one shot. Fucking awesome. In that particular game, my sniper had 45 kills the last time I checked. He got gibbed by a zook from the Captain squad |
Thread: 75mm Pack Howitzer Experiences27 Aug 2014, 00:16 AM
I played 3 matches in a row on Semoskiy this morning, and used Infantry Doctrine and Lt-Maj. tech each time. In Semoskiy, the pack howitzer is good because of all the buildings. I also got mortar half tracks, for more indirect fire. On any urban map, I'd recommend getting a pack howitzer. It can be effective against OKW blobs (which are...frequent). Like Romeo said, it's good against bunker spamming. You can also use it in big team games to break a defensive line, although idk how it performs against mortars. It is quite expensive with a limited range (but larger barrage range), but with HEAT shells, some AT guns, and a few tanks, it is a great addition to any AT force. |
Thread: Scavenger Doctrine Artillery26 Aug 2014, 16:56 PM
Yes taxman, jaegers are great! And I was just kidding about him being Barton. Internet sarcasm doesn't exist. Also, taxman, with all due respect, fu. Have a good day! (this is not internet sarcasm, I genuinely hope you have a good day). Edit: Does anybody go on the official forums? It seems there are a few people who just troll on there all day and be assholes, although there are a few nice ones. http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/93250-lol-the-cheese-of-scavenger-doctrine/page2 In: Replays |
Thread: Scavenger Doctrine Artillery26 Aug 2014, 03:23 AM
So, I didn't play terribly. It was about even, some squad losses on both sides (and some rage), but I lost because the enemy used Scavenger Doctrine's Artillery strike. I was aware of this mechanic, but never connected that, in 1v1, when your base is destroyed you lose the game! I wonder if I was actually playing Barton on a smurf account? Hmm. Relic fix this NOW. Why can't I use 240mm artillery in enemy base sectors? In: Replays |
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