It may not be the point of your post, but ignoring it, or thinking it's ok as long as no one is offended, is wrong thinking.
Anyway, do yourself a favor, and leave stuff like that out. At the very least, it'll keep peoples' attention on the original point you were trying to make. |
No...no, I'm pretty sure what I care about is not throwing around racial slurs on this forum. |
Wow. Probably wanna stay away from the "niggi", or "nigga", or whatever you meant to write there.. |
So here my two cents:
Start with Soviets.
Try getting your starting engineers to build your T2 building right away, as you get your first conscript squad.
That T2 building is your safest bet, as a new player. It gives you MGs, mortars, and ATGs.
You might also consider getting up to 3 conscript squad. This allows you to flank better.
From here, it your choice as to whether you'd like to eventually get to T4, which will provide you with your "best" armor, or backtech to T1 for snipers, then go to T3, which has lesser armor.
Choices like this will be easier once you get more familiar with CoH2; something that might be easier if you just do some comp stomps on easy or standard. Something which will allow you to produce different units and actually play them, without being "rekt'd" by some jackass noob Axis player, who will promptly advise/ remind you of your own noob status.
The take-away point here is that I'm not partial to Axis players.
Also, the other stuff. |
I play only one faction?
Perhaps not, but the implication in your original post is that you have little to no experience playing the UKF. |
PS. don't call them "I win" abilities". They're not. |
Everything everyone has said is totally valid, but I'm just going to say play as the UKF.
That way, you're not wasting time trying to remember what someone said about Tactical Support or Vanguard, etc....you'll know it instinctively and first-hand.
This will also help you learn different playstyles, and give you some insight on how to beat UKF, if you lose to Axis, and overall improve your enjoyment of the game. After all, there's more than one faction out there. |
Facepalm... adding more units for faction, which is already have all possible kinds and types of units in good performance and without any doctrines? Where is your mind, bro?
I think, that UKF shouldn't get units anymore. They actually should have some units removed, like Comets and Churchills, at least from stock to doctrines. Not sure, that they deserve to have snipers, and maybe would be nice to change Vikkers HMG to HMG emplacements, such as QF 6 gun should also have static analog instead of it. Maybe 17 pounder could be reworked for it somehow...
Everything you said in this post is terrible.
To wit : remove British heavies, or lock them into doctrines. How about no.
Remove snipers ? Sure, let's leave the slow-moving, 4 man IS even more of an easy target for Ost snipers.
And why not change the Vickers into an emplacement ? That's something the UKF needs more of, emplacements.
Same applies to your comment about the 6 pndr. |
I would like to see SAS-commander, that is not the commander for Swedish airways, but for the British special forces unit. No gliders and "push the button"-artillery, but real sneaky bastards behind the lines.
+1
How about real commandos that live up to their reputations as being sneaky, hard bastards. The current ones seem to be made of paper, despite all of the "you just have to use them correctly". Flimsy to say the least, and not worth the resources to call them in, not even at vet 2, with an additional Bren. If they're going to be that crappy, then bring back the demo charge ability, and/or smoke. Or, make them beefier with better DPS. One or the other. The Tetrach sounds great as well, I remember it from vCoH. I do like the doctrinal ability to make commandos spawn from buildings though. |
"They barged in like the kool-aid man, shot everything to shit with zooks and bars"
Just wanted to say that that line nearly made me spit out my coffee. Well done. |