Obviously talking about 1v1 here.
In 1v1, sure. But honestly, I've made it 2-3 times in 1v1 and it paid off working with double ISGs (tho when you float like 900MP you can easily afford for it).
Thread: Comprehensive OKW List (all units)21 Aug 2016, 09:06 AM
In 1v1, sure. But honestly, I've made it 2-3 times in 1v1 and it paid off working with double ISGs (tho when you float like 900MP you can easily afford for it). In: COH2 Balance |
Thread: trying penals :(21 Aug 2016, 08:38 AM
Well, there were moments during game when you had big advantage but you couldn't forge them into victory. You were unprepared for 251/17. Yes, you called in Guards and kept them in building to secure right side but just presence of 251/17 let your enemy cap rest of the map. You completly wasted SU76. You saw Volks and SP with schreck so why did you run after 251/17? You knew that you gonna be fausted and schrecked to death. Then you had to back tech for AT Gun. At some point you called second Guards squad. 3 Penals, 1 Guards and 1 sniper seem like a enough AI power. Another Guards squad put big bleed on you. You were bleeding so much with AT Guns. You kept them in front and unsupported. There were wiped 3 times. I haven't noticed any mines which you could plant in your sector (especially when you saw that SP have a schreck upgrade). This could be nail in the coffin for early 251/17 and later maybe for a Panther. In the end you completly lost attention and you couldn't control T34/85 with all that infantry so you end up loosing 1 Penals and 2 Guards. Oh, and one more thing. You don't want to pick a fight which you gonna lose but you did many times. For example, te first fight. Penals vs SP behind green cover. You lost 1 model and a lot of HP. In: Replays |
Thread: Comprehensive OKW List (all units)21 Aug 2016, 08:01 AM
IR is useless? It's almost must-have unit in 2v2 and higher, since it gives the best possible map-hack for Stuka/Sturmtiger/LeFH. Not to mention that this units completly denies any unexpected flank. In: COH2 Balance |
Thread: Fix for Blobbing / Rifle Terminators21 Aug 2016, 07:56 AM
thanks for hijacking the thread, australian magic. super cool of you. no one cares that you think FRPs are cancer. you've posted that in pretty much every other thread for the last month. Wow! I dare you to quote my posts from "pretty much every other thread for the last month" since I posted here and ONE post in other thread like 2 day ago. Plus I was abroad for almost 3 weeks and I haven't posted anything for that time. The bias is real In: COH2 Balance |
Thread: Fix for Blobbing / Rifle Terminators20 Aug 2016, 21:41 PM
You asked for something to compensate removing FRP. I answered that there is no need to compensate anything becasue USF/OKW already have way more features than SU and OST, so why would you even think about any compensate? SU/OST have nothing extra while OKW/USF have plenty of extra things. In: COH2 Balance |
Thread: Fix for Blobbing / Rifle Terminators20 Aug 2016, 20:47 PM
Just try to play with a ultimate blob without using Major as a FRP. You gonna se huge difference with each bad engagement. So what they don't have? I don't see problem with it. SU/OST don't get extra units or free flak gun. Faction don't have to excatly the same. USF and UKF have access to double LMGs? Cool but they in exchange they shouldn't have mobile reinforce etc etc. In: COH2 Balance |
Thread: Fix for Blobbing / Rifle Terminators20 Aug 2016, 20:03 PM
Wat? OKW still has Med HQ where they can reinforce (but not retreat) while USF have ambulance. Still, how many times do you see M5 being used to reinforce? It's an option, sure but without M5 they still do fine, just like OKW/USF will do fine without FRPs. Give something to compensate? double 1919 for Rifles is enough, just like FHQ and Schwerer HQ for OKW are enough to compensate. In: COH2 Balance |
Thread: I can't bring myself to play this game20 Aug 2016, 14:57 PM
What? With exception of sluggish main menu (in forst 5secs after launch) I havent faced any problem you listed (2-3 times point 1 but that's it). Still Alt+Enter isn't a big issue to click right? I feel butthurt... In: COH2 Bugs |
Thread: Fix for Blobbing / Rifle Terminators20 Aug 2016, 10:10 AM
You don't get the point. Of course FRPs are not what make the blobs. It's weapons, veterancy etc BUT without FRPs it will be way easier to punish blobbers. FRPs encourage blobbing and mak it easier. Plus there is no reason for FRPs to exist. But of there is, enlight me why FRPs are good, why only DLC faction should have them and why they are so needed and why it would be better to give FRPs to SU and OST instead of removing them from OKW, UKF and USF. In: COH2 Balance |
Thread: Fix for Blobbing / Rifle Terminators20 Aug 2016, 09:04 AM
You keep talking about LMGs but again, Volks didn't have LMGs. Fusilier don't have LMGs yet the blob is still powerful. LMGs are part of the problem but second part is FRP. Without FRP blobbing would be very punishing and that's not questionable. Try to blob rifles without using Mjr as a FRP and you gonna see huge difference. ______ It does not matter if you blob or not. FRPs are cancer. FRPs give you unfair advantage and that's it. Give me a reason why Rifles should have FRP while Grens shouldnt? Why Volks should have FHQ while Cons shouldnt? I don't see any reason behind this. In: COH2 Balance |
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