Paras with thompsons are the most deadly CQ unit.
Once you catch enemy around the corner, 2-3secs of inattention = wiped squad.
BUT...
There are less useful than 1919.
With 1919 you can camp behind green cover and shoot everything.
Thompsons force you to micro your unit more than 1919. You have to be smart, keep paras behind vision blockers and jump out stragiht at the enemy.
On wide open maps thompsons are useless tho.
Shocks at least have armor to get close.
Paras will die very fast while closing to enemy.
So...
1919s upgrade is more universal, requires less micro and don't force you to get close and lose squad.
Thompsons upgrade makes Paras most deadly CQ unit, great on maps like Stalingrad, but the utility is limited to ambushes, jumping around the corner or cleaning buliding.
If they would receive better "-X% rec. accuracy" with veterancy, thompsons would be more useful.
But still, with smart usage, they are deadly.
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Thread: Paratrooper Thompson23 Mar 2015, 15:38 PM
In: Lobby |
Thread: B4 Safe Spots?23 Mar 2015, 14:35 PM
I'm just wondering if anyone knows of any maps that have obstacles that the B4 can't shoot through or destroy, creating an effective shield for the OKW medic truck? To be honest, I belive there is not any safe spot. Maybe just next to big budiling but B4 will crush it so... Forward safe point really aids in map control, which is obvious advantage for OKW and USF but it's also very risky when facing B4, ML20 or 120mm, high risk (sometimes) - high reward (always) And actually, Im killing entire army, when OKW player A-moves 5 squads all the time, faces MGs, insta pin whole blob, retreat, wipe. When Im facing OKW player who is not blobbing (he does not move entire army with one button which means he is not force to retreat entire army - just 1-2 squads, not 5-6) B4 won't wipe whole army. Just yesterday... 5 squads with A-move and insta retreat. And again, A-move -> insta retreat of all units. After 5-6 waves like that I was able to build B4 -> 21 models wiped I belive this might be a way out for everyone who loses entire army because of 1 shell - don't make A-move with 6 squads and then retreat them all at once That's best I can figure out right now In: COH2 Gameplay |
Thread: Possible leak on March 31st patch notes23 Mar 2015, 11:51 AM
I belive Stuka and Tiger will share rare/legendary status and probably we can get into dotrine only one of them. Same for ammo ->fuel. It's very powerful ability. Same like FHQ in Urban Defense. 0CP but Im sure it's rare. Same for T34/75 and B4. Of course there are SU doctrine with T34/85, IS and IL strike but it's made by Relic, not custom. I mean, they have to do something so we will still use stock commanders so 2 rare/legendary abilities in 1 commander will be resevred only for stock commanders. In: Lobby |
Thread: Assault Grenadiers23 Mar 2015, 11:39 AM
Say this to Quentin. In: COH2 Gameplay |
Thread: Stuka Close Air Support Loiter is BS23 Mar 2015, 09:34 AM
AA will shoot down any plane, true but: 1. It will shoot only sometimes before strafe. 2. It won't help you. It will help you enemy. Shooted down plane will crash near your units. It may not be as deadly as in 3v3/4v4 but once in 4v4 I tried to use AA agasint double CAS and guess what, over 23 crashes. I lost more units to crashes than to enemy. AA will not prevent anything. It will make CAS or any other doctrine planes more deadly cause after strafe they will dive into your units. Of course Lightining is not as kamikaze like CAS but still. In this case AA would be useful - no CAS spam so there would be just few crashes. It's like getting flaktruck in late game to stop P47. Cookiez, I guess you were still asleep in the first 3 mins In: Replays |
Thread: fuseliers at nade not working 90% of the time23 Mar 2015, 09:21 AM
Riflemen also have the same problem. It takes ages for them to start the animation, they stop, and sometimes they don't finish and you end up losing the squad. Animation? Im sure, that there is no animation, or maybe it launches 1/10 times. Most often there is no animation, just fyling nade In: COH2 Bugs |
Thread: RELIC-how about you tell us what is in the march 31 patch!22 Mar 2015, 19:54 PM
I tried many times, as OKW, strat without Schwerer, Obers and Panther. I tried to rely on Fusiliers or Fall and Jadgpanzer or Pz4s. Well... It's not working like Volks -> Obers -> Panther. In: Lobby |
Thread: Stug IV22 Mar 2015, 08:42 AM
When I think you can't say something more stupid, then you just surprise me. You want to say that Jackson requires less micro than Panther, Tiger, Elephant, Jadgtiger, IS2, ISU, SU or Jadgpanzer? Good one. And Jackson can't escape any sticky situation. 1 bad move, 1 bad lag, 1 bad pathfind and Jackson is gone while SU or Jadgpanzer can easily survive cause of HP or Armor. And how excatly you want to flank Jadgpanzer? Decent opponent will always keep close Volks. On maps like Hurtgen Forest Jackson is useless. Jadgpanzer completly denies it. Troi-Point and Hurtgen are almost unplayable for USF. ____ 240 Pen at max range for Jackson? So 280 at close range? A bit to big if we want 240dmg. 240 is OK but close range. At max distance 200 would be OK. ___ No need for Stug IV. Make Stug III pure AT with 60 range and penetration about 160/140/120. In: COH2 Gameplay |
Thread: doctrinal units should21 Mar 2015, 20:09 PM
You are ignorant. Raketen has pros and cons but double raketen can easily fight with Sherman, especially on maps with buildings. And aim time.. It's not like it can't hit anything. Put raketen on the narrow Stalingrad's road, drive with M3 through that road and raketen will shoot. Trust me. In: Lobby |
Thread: doctrinal units should21 Mar 2015, 18:55 PM
It's not like OKW has only schrecks. There is also raketen. In: Lobby |
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