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Combat situations

Strategy and Tactics

#96400

Re: Combat situations

G43 blob + MHT. Get JP4 of Hetzer and ATHT (then shreks) when you can, to counter stuart. Shreks are really good against emplacements.
If you get into an argument with me, you're wrong.
#96401

Re: Combat situations

TY for the advice. Also do tommies build faster if more than 1 squad is helping to build at the same time? I always thought this was false but I see my allies do it and I was just curious :P
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#96405

Re: Combat situations

Normal engineer units build 25% faster for each squad building. So 1 pio builds a Wehr quarters at 100% speed while 2 build at 125% speed (IIRC). Also, construction speed is based on number of men rather than squads. So losing men will also make you build slower.

Brits don't follow this rule and I've been told that Soviets don't either. It doesn't matter if you have a single tommy or sapper man building something, or over 9000 squads. The building will be constructed at the same pace regardless.
If you get into an argument with me, you're wrong.
#96407

Re: Combat situations

I was on a 2vs2 with my friend, I was the werhmacht while he was PE. He builded a forward HQ, my mortal team stay behind the building, get hp regen bonus of the PE. When I used med pack for that mortal team, the duration of med pack show it will last FOREVER! So my question is, does the PE HQ regen and WM's medpack stack together? Of course, I was playing EF mod. If they're not stack, maybe somehow the PE's hp regen bonus increase the duration of WM medpack?
I'm drunk now, I'm outranked you in philosophy.
#96408

Re: Combat situations

I think the HP regeneration should stack :P.

Does KCH HP regen stack too? B/C if Im correct b4 they even get vet 1 they regenerte HP. SO does buying vet 1 for infantry make KCH regenerate HP faster ???

Also do you recommend using a med pack in the middle of a firefight? Under what situations cuase I know they move slowly when they use it but it also helps them fight longer :P
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#96410

Re: Combat situations

Fishhunterx wrote:
But I was PE :P. So how do you stop MG emplacement as PE early on ???


I.e. if you go for increased squads then use scout cars. They can capture, hunt down engineers, flank mgs and destroy MG emplacments while being build.
I identify as a four-eyed bird man. /s
#96415

Re: Combat situations

If you're FLOATING muni and don't have inf vet nor a team mate then be my guest for med packs. I feel like they are a total waste of munitions, you pay 40 munitions for a squad to heal. It sounds like a good idea but if you wanted to execute that for your whole army it's loads of muni you're sinking into healing, which should be going into arty and shrecks and doctrinal stuff.

Wehrmacht healing was always the broken one, even before brit. At least brit healing recovered dead troops and healed multiple squads. US and PE got it made when it comes to healing, PE is more expensive but it affects any building so FHQs are included and also gives you cooldown bonii.

But of course, Inf and Support vet allow for self regen so med packs are rarely used in late game when troops run around with vet 2 and 3.
"Balancers are 10 a penny"
#96418

Re: Combat situations

Cranialwizard wrote:
But of course, Inf and Support vet allow for self regen so med packs are rarely used in late game when troops run around with vet 2 and 3.


I often use them with KCH before I attack a large group of enemies (after the slow down effect is over ofc).
I identify as a four-eyed bird man. /s
#96426

Re: Combat situations

I only ever use med packs on snipers and stormies myself. Unless I have a gren squad or something all alone defending an important VP.
If you get into an argument with me, you're wrong.
#96432

Re: Combat situations

GodlikeDennis wrote:
I only ever use med packs on snipers and stormies myself. Unless I have a gren squad or something all alone defending an important VP.


...and also low health flamethrowers.
I identify as a four-eyed bird man. /s
#96480

Re: Combat situations

I dont use med packs often :P. Its just I read somewhere that during in a engagement b/w KCH and rifleman with BAr and suppresion, using medpack helps you win. Also I sometimes see my enemy use em :P.

Also when you upgrade a wher bunker to repair station you get 2 free repair pios. How fast do they repair stuff? Is it worth it  ???
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#96491

Re: Combat situations

Yes, repair bunkers are definitely worth it. They seriously cut back on micro required which is very helpful in intense high level battles. It's usually best in a T3 strat where your pumas are constantly being damaged and harassing the enemy.
If you get into an argument with me, you're wrong.
#96497

Re: Combat situations

Other than the side effect of slowing your men down, do med packs cause more received accuracy or damage?  They never seemed that great in combat, and I've seen vet 3 KCH with a med pack on solidly lose to a PPS43 command squad.  Of course this is counting that KCH naturally suck and that PPS43 / MP40 are somewhat stronger than MP44s at close range, but still, it was pretty bad.\

And was PE healing changed in 2.602 vCoH?  I don't know if this is just an EF thing, but it used to be that any PE building including base flaks could heal, but now it seems only the HQ building can heal.  I miss those days of building my T1 building near my mate's Wehr HQ building to give his men free healing.

Last edited November 22, 2011 at 6:11 AM by Yauz

#96498

Re: Combat situations

I never knew any building could heal ???. I thought you had to be within a distance of your hq :P. Maybe thats just me
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#96499

Re: Combat situations

Pretty medpaks just slow you down. No other bad effects. PE healing should be the same as it always was - Everything in HQ sector gets heals and within a radius of FHQs.
If you get into an argument with me, you're wrong.
#96507

Re: Combat situations

hey, i was just wondering, are snipers next to usless against soviets? i know the can take down juicy command squad units+elites, but the soviets are pretty much infantry based. in my experience, snipers dont help much unless you spam them against SU. am i correct?
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#96508

Re: Combat situations

QuoteOther than the side effect of slowing your men down, do med packs cause more received accuracy or damage?

Possibly if the game derives accuracy from the actual speed the unit is moving, rather than a discrete state.
Steam
CoH name: totalrecall
#96512

Re: Combat situations

stealthattack1 wrote:
hey, i was just wondering, are snipers next to usless against soviets? i know the can take down juicy command squad units+elites, but the soviets are pretty much infantry based. in my experience, snipers dont help much unless you spam them against SU. am i correct?


They're excellent counters to Guards, Strelky, CS, Partis/Navals, support troops...pretty much anything except conscripts, because they'll just swarm your snipers. If you have great sniper micro it's great to get a couple, they do great against any unit and can slowly pick off fighting conscripts. Later in the game they do wonders against sturmovie, mortars etc.
"Balancers are 10 a penny"
#96514

Re: Combat situations

GodlikeDennis wrote:
PE healing should be the same as it always was - Everything in HQ sector gets heals and within a radius of FHQs.


I'm pretty sure it isn't the same.  I'm pretty certain PE buildings themselves gave a heal radius before, including their base flaks even.  FWD HQ can also still heal ofc, but there seems to be a bug with that too.  Sometimes after my PGs (with less than full health) get out of the building they won't heal from the FWD HQ anymore...

Last edited November 22, 2011 at 5:14 PM by Yauz

#96542

Re: Combat situations

Potential bug ???

Hey even if u dont buy vet for your wher sniper does it get progressively better as it kills more and fight more? I only ask b/c during a game I was using my sniper alot and I didnt buy and support vet. It may have been my imagination but it started shooting faster, moving faster(wtf?) and it even got some double shots off (kills 2 units in conscutive rounds like a previously mentioned bug). It had around 16-24 kills or something near the end. It was mainly sniping airborne, engineers, and at gun crews. It never died btw ;D
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Last edited November 22, 2011 at 11:58 PM by Fishhunterx

#96563

Re: Combat situations

Well PE healing should not differ at all from vCoH. Healing should be done on everything within the HQ sector (not from buildings) and within a radius of the FHQs. Sounds like a bug if yours didn't heal.
If you get into an argument with me, you're wrong.
#96567

Re: Combat situations

Yauz wrote:
Sometimes after my PGs (with less than full health) get out of the building they won't heal from the FWD HQ anymore...


i have the same issue sometimes too. but it seems, this bug appears in vcoh too... its probably related to the 4-man-squad-upgrade.
i dont think they changed the PE-healing-(range) of buildings. AFAIK the only thing which got changed is, that USA-rifles can now reinforce at the tankdepot and t3-building...

Last edited November 23, 2011 at 11:06 AM by donthateme

#96568

Re: Combat situations

I think it has something to do with the ammo aura of a munitions halftrack. If you have it in your basesector.
I identify as a four-eyed bird man. /s
#96602

Re: Combat situations

@fish, i dont think so. its only allied snipers that get veterancy by experience
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#96615

Re: Combat situations

stealthattack1 wrote:
@fish, i dont think so. its only allied snipers that get veterancy by experience


which was why it was so weird when my wher sniper started performing better :-\

Hey this is a very weird Q but how can you stop ppl from drop hacking? I realize you can't actually stop the player from leaving but I just wanna know how you guys play so that the other person doesn't leave. I ask b/c this past week I had to ppl drop hack smply b/c they were losing. And another person was winning for a while but I managed to gain control and kill just about all his units so he drop hacked. Do u guys like not play aggresively so that the other person doesn't leave or at least so they stay for a bit ???

And don't take this offensively but I noticed mostly high ranking ppl drop hack. The ppl who drop hacked were lvl 5, 9, and 12 :o. And I was lvl 3 and 5 ^-^
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#96625

Re: Combat situations

Quotehow can you stop ppl from drop hacking?


You can't prevent a cheater from cheating, but you can report them if you have evidence.

Cheaters are mostly noobs who got their rank by cheating. Theres also been cases where high ranked players have been caught cheating, maybe because they became too obsessed being on the top leaderboard.
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Last edited November 23, 2011 at 10:13 PM by Snugz

#96629

Re: Combat situations

ahh, when a game stops becoming a game, thats when its wrong. as for how to stop people, id say set up a game beforehand and then people will probably not drop. if they do, dont play with them
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#96889

Re: Combat situations

I thought when you're dropped... you lost, like angrily use ALT+F4.
Back to topic: in CoH, is there something like: this specific units get bonus dmg when attack another units, like riflesmen with BAR get bonus dmg when attack light vehicles or Stuart light tank get bonus dmg when attack HTs? ???
I'm drunk now, I'm outranked you in philosophy.
#96973

Re: Combat situations

In your opinion is it worth it to buy a Ostwind or should I just get Panzer IV's? IMO the PIV is accurate at killing infantry and usually kills 1-2 soldiers with every shot. It can also tackle mdeium vehicles and heavy vehicles if you circle them effectively. Vet 2 also offers an MG and Vet 3 offers protection vs Stickies.

However the Ostwind IMO is a bit innaccurate vs infantry and doesn't really kill them in one shot. It sorta deals splash dmg and causes them to scatter. It doesn't come with an MG for obvious reasons. And it can tackle up to light armor b4 having to retreat(unless you want to circle a churhill with a Ostwind :P) Its vet makes it more accurate and take less dmg but offers no protection vs stickies. Yes, it can shoot planes down but not so well :-\

So should I keep making Ostwinds or just stick to PIV  ???
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#96978

Re: Combat situations

Against a really heavy infantry spammer or if you are rushing T4 you should go an Ostwind. A lot of the time I just get P4s though. Osts are better vs Sovs though and a 2 Ost/1 Panther combo is pretty dominating, with other support of course.

Conclusion: P4 vs US. Ost vs Sovs or with fast T4 (map dominance) against US.
If you get into an argument with me, you're wrong.
#96981

Re: Combat situations

P4s offer better splash and AT while Ost offer better fire rate and anti-aircraft capabilities (Shoots airborne reinforcements quick!)

Dennis is right though. Soviets have a hard time handling ostwinds, while P4s are better for fighting US as the splash damage breaks up those blobs.
"Balancers are 10 a penny"
#96996

Re: Combat situations

What about against Brits/RMC? What works best  ???
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#97000

Re: Combat situations

Anything is good against Brits :P. I normally just spam Panthers or Stugs against Brits (IF I do go tanks which is rare).
If you get into an argument with me, you're wrong.
#97005

Re: Combat situations

I usually use StuGs for anti-tank purposes but if there's tons of infantry I'll just charge it to crush em' all. Takes a good bit of micro but if there's not a PIAT spam in the mix you just kill em easily.
"Balancers are 10 a penny"
#97038

Re: Combat situations

Cranialwizard wrote:
I'll just charge it to crush em' all.

gotta love the blitzkrieg ability :D
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#97063

Re: Combat situations

stealthattack1 wrote:
Cranialwizard wrote:
I'll just charge it to crush em' all.

gotta love the blitzkrieg ability :D


"We're almost outta ammo! And Klaus' aim sucks! What do we do?"
"Run their asses over! Put the petal to the metal!"
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#97072

Re: Combat situations

I never use BK ability except in Tiger vs Pershing battles. I just don't find it worthwhile.
If you get into an argument with me, you're wrong.
#97075

Re: Combat situations

BK is one of those useless abilities.  It should have been worth 75 munis total.  Letting infantry and tanks move faster and attack faster should be just worth 50 munitions.  Letting tanks run over shit should be worth an additional 25 munis only, not a whooping extra 75.

FTFL is 10x better than this, and its worth only 50 total.
#97077

Re: Combat situations

Yauz wrote:
BK is one of those useless abilities.  It should have been worth 75 munis total.  Letting infantry and tanks move faster and attack faster should be just worth 50 munitions.  Letting tanks run over shit should be worth an additional 25 munis only, not a whooping extra 75.

FTFL is 10x better than this, and its worth only 50 total.


True story, I wasn't referring to blitzkrieg. Infact I think you'd be more likely to miss charging them with BK enabled. It's way overpriced and it only really helps with Tiger/Panther reloads. I crush by using a movement bug that allows the StuG series to move completely sideways, or sideswiping blobs, an easy way to kill em'.

For the Fatherland sounds like a bad ability because it only affects troops in friendly areas but it's a HUGE defensive bonus. It's a great ability.

I thought it was 45 muni though?
"Balancers are 10 a penny"
#97079

Re: Combat situations

Cranialwizard wrote:
I crush by using a movement bug that allows the StuG series to move completely sideways, or sideswiping blobs, an easy way to kill em'.


How do you do this ???

Cranialwizard wrote:
I thought it was 45 muni though?


Correct  :D. Inspired Assault is 50 muni, FTFL is 45 :P
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#97083

Re: Combat situations

Yeah I was responding to someone else about the BK. IA is another of those bad abilities because there is a severe tradeoff. At least IA is only 50MU so it can actually be utilised at situational times whereas BK is too expensive and you always feel like you're not getting enough beneefit, especially when it sometimes makes things worse.

FTFL is potentially the best and most useful power in the game IMO.
If you get into an argument with me, you're wrong.
#97085

Re: Combat situations

I read somewhere if your troops use IA and stand in green cover, the effects sorta negate and your troops are fine. Is this true? If so Im using IA more ;D. Also I read somwhere that IA doesn't effect snipers as dramatically as b4. WHat happens to snipers now when they use IA ???
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#97089

Re: Combat situations

Snipers would fire at insane rates with IA on. A single sniper could demolish entire squads in seconds if he was vet3.

It doesn't make a difference where you stand with IA, you still receive the same debuff. However, like the rest of the game, it is best to stand in green cover over any other type. It just won't be as effective as green cover without IA on.
If you get into an argument with me, you're wrong.
#97091

Re: Combat situations

GodlikeDennis wrote:
Snipers would fire at insane rates with IA on. A single sniper could demolish entire squads in seconds if he was vet3.


Does this still apply ???

GodlikeDennis wrote:
It doesn't make a difference where you stand with IA, you still receive the same debuff. However, like the rest of the game, it is best to stand in green cover over any other type. It just won't be as effective as green cover without IA on.


So would u recommend using IA in Green cover or just using it when overwhelming the enemy ???
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#97093

Re: Combat situations

Fishhunterx wrote:
Cranialwizard wrote:
I crush by using a movement bug that allows the StuG series to move completely sideways, or sideswiping blobs, an easy way to kill em'.


How do you do this ???



Click a shit ton to the forward-right or foward-left of the direction the StuG/StuH is facing and sometimes it won't stand still and turn, rather the entire thing will just do a sideswipe and if there's any infantry nearby they get hit by a pretty large moving target. There isn't any getting up from being crushed. (In a game last night I saw my mate's medic try to rescue a guy whom was crushed, and still UNDER the stationary tank. The medic got crushed too)
"Balancers are 10 a penny"
#97149

Re: Combat situations

wow. how long did you play b4 you figured that one out? or did you Google it?
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#97164

Re: Combat situations

stealthattack1 wrote:
wow. how long did you play b4 you figured that one out? or did you Google it?

The mystery of the drifting StuG is no secret.. ;)
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#97171

Re: Combat situations

now im scared.

Im all thinking im gonna play as soviets in a game and 32 frikin stugs come over and drift right into my vet3 shock guard/tank hunter blob.
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#97175

Re: Combat situations

stealthattack1 wrote:
now im scared.

Im all thinking im gonna play as soviets in a game and 32 frikin stugs come over and drift right into my vet3 shock guard/tank hunter blob.


Keyword Tankhunter.

Doing a StuG armor drift into a blob of anti-tank infantry is never a good decision because in 1.5 Krak Grenades do lots of damage, you also risk missing your target for crushing or running into a few zooka's and getting owned.
"Balancers are 10 a penny"
#97192

Re: Combat situations

stealthattack1 wrote:
32 frikin stugs come over and drift right into my vet3 shock guard/tank hunter blob.


The fact there are 32 StuG probably means te Axis player probably doesn't even have to run u over. Just shoot ;D
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"