Yeah I agree, as I said, the smoke will block fire, good or bad, from going through. You need to decide whether or not you want to be protected and apply AJAX white phosporous cleaner (trademark) with caution. |
Thread: ISU1525 Aug 2014, 02:02 AM
And as others have said, if you lose the early game so badly, with ANY faction, your chances of winning are always slim. Soviet heavies can get them out of a bind, but US has no Pershing or anything to come save the day for sucking early on, so use that to your advantage. |
Thread: ISU1525 Aug 2014, 02:00 AM
Remember that it has no turret, its biggest weakness. Most people's micro of it makes me laugh when they need to move it defensively.
You should have your own jagd or a KT to deal with it. Guards are not very good DPS even with DPs and obers or fusiliers are more tailored to deal with them than volks. |
White phospherous barrage is kind of interesting. It's very cheap (130mun) but it seems like the incendiary effect cannot kill units. It often gets them down to 1hp and stops doing damage, even while it's doing damage to other units next to them. If you actually drop it on already critically wounded models, they seem to die during the barrage, but not from the incend damage of the smoke. I think it's the only ability in the game like that.
Actually this is the only good artillery callin they have. It is extremely useful as area denial.
WP smoke will not kill, that is working as intended. It will leave the units to 1hp in which you should try to kill them, but it will generally force a retreat.
The smoke itself also blocks vision. It is a great area denial and can tip a battle in your favor with the incendiary panic it causes.
It's like a household cleaner! TOUGH ON BLOBS, ANTI-GERM(ans), LEAVES NO HARSH RESIDUE! |
Except rifle company, that is. This commander is so good compared to everything else, if only for the E8 and vet infantry, even though that was reasonably nerfed. It has the great white phosphorous smoke artillery too. I don't even own it but when we got it free it made me realize how much the others suck in comparison.
The soviets get much better commanders as well. Ones like advanced warfare are well rounded. I feel that too many USF commanders have too many deadweight abilities.
I don't own any of the rare commanders, but I've seen the greyhound in action and it looks useless. I also cannot see the airborne battlegroup being anything but a gimmick. I really resent that I have to pick a commander for a simple thing like sandbags. Are any of the artillery options good, again, except for rifle companies? I don't think any of them are, especially not the priest either. I find myself constantly picking the airborne doctrine because there is far too much deadweight in the others, thompsons for vehicle crews, awful artillery, hell even the thunderbolt airstrike can be a gigantic waste of resources half the time.
When we pick them apart, what is useful about each?
Infantry: m1919, but I would rather not pick this doctrine and get BARs or again, airborne. SANDBAGS, ugh.
Armor: Assault engies are good for about the first 30 seconds of play and are then on demo duty if they don't get melted for the entire game. Bulldozer is as redundant as the greyhound.
Airborne: Like I said, my most picked, but the M2HB and AT gun with no crew is so expensive it leaves a bad taste in my mouth. Airborne are good, but I don't see them as useful as a vet rifleman squad with a BAR or two. The airstrike that is at the peak of this doctrine can't be directed as in COH1, why? Sometimes I swear it does nothing.
Am I just ranting or crazy? Both? I think a lot of it is due to the rifle company having the late game punch that the others lack.
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I think the high chance of stuff dying on retreat means harassment is less viable. Squads caught behind enemy lines=dead squads. It wasn't always like this.
I think in general this game is slightly more lethal than COH1. Going behind enemy lines is historically risky...that is the point of it.
I also believe it's a trend to make games faster. Quick turnaround on games to address lack of attention span and make everything an "e-sport" first and quality game second. My two cents. |
We are all guilty of it, but you should not retreat with one or two models. You are asking to die. Also important to note is the health of the models remaining, and not just the fact that 3 men are still standing. 3 guys with 5 hp left is not good either. You can't tell exactly how much HP they have, but if 3/5 men are left and the HP bar is 1/10th of maximum, then you can get a pretty clear picture.
Everyone has been f'd by retreat paths. sturmpios and rifles may make things tougher early game because it's not just bolt action rifles anymore, but it's the same rule since coh1.
No programmer can write omniscient code. Every situation and every retreat path cannot be accounted for to give what in your mind is the most optimal route, so it is up for you the player to make the call.
Did you hop a fence to get where you were? Then realize that the retreat path will not allow you to hop over said fence/obstacle. Is this something that can be explored? Probably. It doesn't sound like vaulting over obstacles would be too difficult to implement, but then again this game also doesn't have real side armor on tanks, but I digress... |
"On me!" makes your at guns and crewed weapons pack up and move. People actually use that? |
Yeah I agree with you Von. It seems like they want you to fight with them, but why? lol. It isn't clicking with me. |
Assault Engineers are the key to my US 1v1 strategy, not for their fighting skill but rather their ability to plant demos. Vehicle crews do what they're intended to do, repair vehicles, nothing else. Pretty ridiculous when you are able to repair your vehicle with the crew inside while every other faction can't. Buffing them would be a dumb move.
If buffing them is a dumb move, then just make the ability SOMETHING useful...anything will do, really. It is silly to have a commander with a skill so utterly useless. |