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Combat situations

Strategy and Tactics

#103054

Re: Combat situations

Fishhunterx wrote:
I want to play the COH operations but the ppl who host these games keep complaining "Oh, you're not lvl 5 or up! GTFO!". And then I get kicked ::). And all the ppl who host the game want to be US and they all us Hellcats (WTF!?!?!!)

And then other ppl INSIST that the room is full and if it isn't they wait forever so I just leave  ::)


Yeh i know i see it all the time, level 5 and up games are fucking stupid cause everyone is pretty much less than level 5.
Eviction [WIP]
"What is it !? I am busy Fighting Americans!"- Stormtrooper.
#103059

Re: Combat situations

I know. When there are so few ppl willing to play operations, you cant be picky  ::). And some ppl are new  :P
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#103081

Re: Combat situations

What would win 1 vs 1: Upgunned Sherman or Vet 3 Panzer IV? What if the Upgunned Sherman had vet?
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#103084

Re: Combat situations

Hard one to say. Probably the Upgunned Sherman, especially with vet. The upgun is a much better improvement for tank battles than the P4 vet.
If you get into an argument with me, you're wrong.
#103089

Re: Combat situations

its so damm annoying
Eviction [WIP]
"What is it !? I am busy Fighting Americans!"- Stormtrooper.
#103090

Re: Combat situations

Mattdamon07 wrote:
its so damm annoying


What is ???. Shermans?
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#103093

Re: Combat situations

yep
Eviction [WIP]
"What is it !? I am busy Fighting Americans!"- Stormtrooper.
#103096

Re: Combat situations

Fishhunterx wrote:
Mattdamon07 wrote:
its so damm annoying


What is ???. Shermans?


Why? They cost more than Panzer IVs (10 fuel more) and 1 vs 1 w/o any vet or upgrades, I think a Panzer IV would win  :P
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#103099

Re: Combat situations

because they take way too much hits too die, it should of been cheaper but weaker.
Eviction [WIP]
"What is it !? I am busy Fighting Americans!"- Stormtrooper.
#103287

Re: Combat situations

sherman is basically equivalent to the panzer IV


a regular unupgraded sherman is equivalent to a panzer IV but will lose to a vet 1 panzer IV. a vet 2 sherman will also most likely lose a a vet 1 panzer IV as well. an upgunned sherman at any vet will beat a vet 1 panzer IV usually. and a vet 3 sherman will beat a vet 3 panzer IV. that first bit of tank veterancy is important for german tanks
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#103365

Re: Combat situations

sherman are pretty good. i dont micro very well, but when i play against panzer elite as americans, i can usually (depending on the player) destroy a marder 3 with an unvetted sherman.
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#103478

Re: Combat situations

A snigle marder(alone, no help) vs a single tank (or M8) will usually use. You should probably support it with shreck or another AT vehicle :P
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#103500

Re: Combat situations

usually i try. but when nothing is around, what can i do?
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#103537

Re: Combat situations

Just used this tactic with the brits (RMC)

Buttoned a KT

Got commandos to wire the KT


KABOOM.
(un)official forum troll
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In Soviet Russia, Forum troll You!
#103548

Re: Combat situations

Remember the demo charge will not destroy the kt and a real wehr player usually has support troops at least in the near of it.
I identify as a four-eyed bird man. /s
#103550

Re: Combat situations

It made the KT run away
(un)official forum troll
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In Soviet Russia, Forum troll You!
#103553

Re: Combat situations

...and gets repaired again and you wasted 50 ammo.
I identify as a four-eyed bird man. /s
#103591

Re: Combat situations

Who cares. Making the KT run away with it's tail tucked between its legs was priceless. Also I had two PIAT sappers ambush the KT. That took care of it.
(un)official forum troll
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In Soviet Russia, Forum troll You!
#103677

Re: Combat situations

sound like its good for shiggles, but in a real game, a waste.
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#103695

Re: Combat situations

Its a waste if the KT has full health and its supported. Its not necessarily a waste if the KT is heavily wounded and alone. Just realize the KT will still be moving, even though its buttoned and may run over ur commandos  :P
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#109233

Re: Combat situations

Do you guys ever put your snipers in buildings? I usually don't but I was just curious :P. Other than not taking as much bullet fire, do they gain any sort of bonus in a building ???
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#109237

Re: Combat situations

Trannyhunterx wrote:
Do you guys ever put your snipers in buildings? I usually don't but I was just curious :P. Other than not taking as much bullet fire, do they gain any sort of bonus in a building ???


Never. Ever.

Putting a sniper in a building is basically like setting a sniper in the open with no camo. He is exposed and what's worse is that enemy snipers will have an easier time targeting him for a counter sniper.

The only way snipers were ever effective in buildings was when the church bug occurred. 1 sniper could gun down 2 rifle squads in a matter of seconds because of all the window opportunities. This was fixed in a 2.xx patch IIRC though
"Balancers are 10 a penny"
#109252

Re: Combat situations

The only building I ever put Snipers in is the HQ when there's a base rush occurring. It's the safest place to put him if he's already discovered. Other than that, it just paints a massive target on him. Additionally, a Sniper should be out of range of normal gunfire anyway. If he's in a building, he's better protected than the open but is still actually getting shot. Snipers should be kiting at max range with an infantry wall in between.
If you get into an argument with me, you're wrong.
#109257

Re: Combat situations

I have my own question about the sniper.

Lets say there is an enemy sniper in a building, but there is also another squad in the building.  Do I still shoot the building with my sniper?  If my sniper kills someone in the building will it be the enemy sniper?  If not, and the enemy sniper returns fire, will he prioritize my own sniper over other squads?
#109258

Re: Combat situations

If the Sniper is in a window that your Sniper can see, he will prioritise him. If not, the enemy Sniper will have to change window and won't shoot back in time anyway.
If you get into an argument with me, you're wrong.
#109278

Re: Combat situations

IMO you should put ur sniper in a building if lets say a bike is looking for you but you know there is no counter sniper in the area. Just hold out till help arrives :P.

I once tried sniping a building with a sniper. He missed and I died :(.

BTW I thought snipers had 100% accuracy vs other snipers? I only ask b/c I was playing a game and my sniper and the enemies sniper litterally missed twice :P. Its was fun to watch though XD.
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#109284

Re: Combat situations

Trannyhunterx wrote:
IMO you should put ur sniper in a building if lets say a bike is looking for you but you know there is no counter sniper in the area. Just hold out till help arrives :P.

I once tried sniping a building with a sniper. He missed and I died :(.

BTW I thought snipers had 100% accuracy vs other snipers? I only ask b/c I was playing a game and my sniper and the enemies sniper litterally missed twice :P. Its was fun to watch though XD.


In eastern front they do. That was corrected because it is annoying as hell to be the guy who misses when you snipe. You will always miss 1/4 of the shots you take at an enemy sniper on vcoh.
"Balancers are 10 a penny"
#109286

Re: Combat situations

Snipers have 100% accuracy (75% at close range but who cares) against other snipers when stationary. When they move, they only have 50% accuracy. In EF, they have 100% accuracy in all cases.
If you get into an argument with me, you're wrong.
#109287

Re: Combat situations

GodlikeDennis wrote:
Snipers have 100% accuracy (75% at close range but who cares) against other snipers when stationary. When they move, they only have 50% accuracy. In EF, they have 100% accuracy in all cases.


I stand corrected forgot the moving part.
"Balancers are 10 a penny"
#109321

Re: Combat situations

Then why is it when I was playing EF on the map Kursk, we missed so many sniper shots? :P

To elaborate on the situation I saw a decloaked sniper moving and I was moving and I fired. I missed and realized he was decloaked and cloaked. Then he accidentally fired at someone else and uncloaked. I fired again and killed him. A second enemy sniper tried firing at me and missed (lol). We both cloaked and got next to each other, decloaking each other as well XD. I fire and killed him (hehe :P)

Is there any reason this happened ???
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#109327

Re: Combat situations

And yet EF says it doesn't change anything from vanilla? That's a massive change.
Steam
CoH name: totalrecall
#109338

Re: Combat situations

SnappingTurtle wrote:
And yet EF says it doesn't change anything from vanilla? That's a massive change.


Historically there were a few changes to vanilla brought about by Budwise and his gang. Up until 1.6 we kept 3:
*Strafe Siren
*Brens can't button in roos
*Snipers have 100% accuracy

We got rid of the strafe siren and kept the other two. When you invest in a sniper you have to take precautions and ensure that you won't encounter a counter sniper, thus being careful with your shots. Where as if you are countersniping, you should know your limits and how to bait the enemy. There is nothing more frustrating than having your counter sniper miss a stationary or uncloaked sniper and get killed by the sniper.

The bren no button was added because Roos are gay. Put 2-3 PIATs and a Bren in a Roo and it's like a mobile goddamn FORT. Any tank like a Panther that would actually have a chance, wouldn't, because the bren would button, and then the Roo main gun and the PIATs inside would just decimate the panther. Since editing the Roo's stats to compensate for this is against our general policy of "No Vcoh Changes", we decided to eliminate the buttoning instead. Does it make any sense you can fire a LMG through the wall of your HT?
"Balancers are 10 a penny"
#109339

Re: Combat situations

Then can you explain what happened to me? Im not trying to sound mean, Im just wondering :P. Maybe the map Kursk causes problems ???. Maybe the snipers dont have 100% accuracy against other ones ???
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#109340

Re: Combat situations

Trannyhunterx wrote:
Then can you explain what happened to me? Im not trying to sound mean, Im just wondering :P. Maybe the map Kursk causes problems ???. Maybe the snipers dont have 100% accuracy against other ones ???


Unless we removed it, which I don't think we did, it shouldn't have happened.
"Balancers are 10 a penny"
#109356

Re: Combat situations

In the open, Snipers should not miss each other unless they're retreating or there's smoke in the way. Buildings are dodgy though. You have to make sure you're facing the window the Sniper is in and even then, I think there's a 25% chance he will miss.
If you get into an argument with me, you're wrong.
#111018

Re: Combat situations

Does veterancy improve the efficiency of grenades in any way?
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#111052

Re: Combat situations

Hmm the only thing that would increase it is the damage buff and rifles get a far larger bonus.
If you get into an argument with me, you're wrong.
#112813

Re: Combat situations

is there any different between using Volk to take a MG and using Gren to recrew a MG? Will the HMG crews stronger if using gren? Same with SU guard, will the HMG be strong like original guard who recrew that HMG?
I'm drunk now, I'm outranked you in philosophy.
#112817

Re: Combat situations

Dann88 wrote:
is there any different between using Volk to take a MG and using Gren to recrew a MG? Will the HMG crews stronger if using gren? Same with SU guard, will the HMG be strong like original guard who recrew that HMG?


I don't think there are any carrying bonuses as most things are weapon dependent. The only thing that would be glaringly different is that the crew would have a different amount of health and a new armor depending on what you crew it with. (Guards recrew -> High Health Elite Armor)

Not particularly sure if it works the same like Wehrmacht or not. If you have a Vet 2 Gren with Elite Armor, and he crews a weapon with vet 0, I don't think his armor would be DOWNGRADED per se.
"Balancers are 10 a penny"
#112842

Re: Combat situations

Also weapon crews usually have a third man using a pistol. If you recrew it with say Grens, the third man with basically be a Gren fighting.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#112844

Re: Combat situations

As Wehrmacht you should always be trying to recrew with Volks.
"Balancers are 10 a penny"
#112845

Re: Combat situations

True. But if you dont have any VOlks around, what can you do? :P.

And I highly recommend you don't recrew with pios or KCH for obvious reasons unless you are desperate.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#112846

Re: Combat situations

Trannyhunterx wrote:
True. But if you dont have any VOlks around, what can you do? :P.

And I highly recommend you don't recrew with pios or KCH for obvious reasons unless you are desperate.


Well after that your next best is Grens XD
"Balancers are 10 a penny"
#112848

Re: Combat situations

Cranialwizard wrote:
Trannyhunterx wrote:
True. But if you dont have any VOlks around, what can you do? :P.

And I highly recommend you don't recrew with pios or KCH for obvious reasons unless you are desperate.


Well after that your next best is Grens XD


Alternately, Storms... or a bunch of magicians.
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#112850

Re: Combat situations

EasyCalic wrote:
Cranialwizard wrote:
Trannyhunterx wrote:
True. But if you dont have any VOlks around, what can you do? :P.

And I highly recommend you don't recrew with pios or KCH for obvious reasons unless you are desperate.


Well after that your next best is Grens XD

Alternately, Storms... or a bunch of magicians.



No, never storms. Too much reinforce for what it's worth.

"Balancers are 10 a penny"
#112855

Re: Combat situations

Storms take forever to reinforce. Probably not really worth it. 47 mp per man IIRC. Thats like a pio squad right there XD.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#112878

Re: Combat situations

with regards to recrewing does it make a difference as to what units you use to recrew weapons. Or is it that knights cross simply look better manning an 88 as opposed to pioneers? :P
#112881

Re: Combat situations

jdogg wrote:
with regards to recrewing does it make a difference as to what units you use to recrew weapons. Or is it that knights cross simply look better manning an 88 as opposed to pioneers? :P


Yes, it matters.

Volks are ideal for reinforcing because of their cheap reinforce cost and they are 5 men. It takes 3 men to recrew a weapon.

Squads like Pioneers, Pgrens, Engineers and KCH, are 3 members or below. When you recrew you lose the entire squad's practicallity. Why would you sacrifice the MP44 wielding badassery of the KCH, which are 360 manpower to make, for a measly MG that you can just make a new one for 250 mp?

That's why re-crewing with Volks is ideal. For 66 manpower you can reinforce the lost weapon.
"Balancers are 10 a penny"
#112885

Re: Combat situations

jdogg wrote:
with regards to recrewing does it make a difference as to what units you use to recrew weapons. Or is it that knights cross simply look better manning an 88 as opposed to pioneers? :P


I'm sorry but did you not read the last 5 post or something? Cause that's exactly what we were talking about :P.

And as Cranial said, squads with 3 men or less will simply die if they recrew stuff.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#112975

Re: Combat situations

Trannyhunterx wrote:
I'm sorry but did you not read the last 5 post or something? Cause that's exactly what we were talking about :P.


QFT
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?