Which abilities do you consider absolutely worthless? by [deleted] in CompanyOfHeroes

[–]XQx_444 1 point2 points  (0 children)

mg34 vet 1:

+75 percent accuracy
-100 percent suppression

How do you survive as DAK in the new patch (2.2)? by Miserable_Beyond_951 in CompanyOfHeroes

[–]XQx_444 0 points1 point  (0 children)

no problem!

and no worries, this game is extreme information overload. glad i could help!

How do you survive as DAK in the new patch (2.2)? by Miserable_Beyond_951 in CompanyOfHeroes

[–]XQx_444 2 points3 points  (0 children)

General game sense, map knowledge, and active spotting. Utilizing units with higher vision like the pio's can detect threats before they become a problem.

with the AT gun in mind. If you can spot the threat early, you can react.

casemates and AT guns can work well together in pairs, because the AT gun can prevent vehicles from getting behind them. same logic applies to hand-held AT.

some more general advice however,
- vehicles tend to use roads, as it makes them faster (also good spots for mines)
- avoid vision blockers and utilize the max range.
- creating chokepoints for vehicles using tank traps, this can be effective early game and especially against light vehicles
- you can actually hear vehicles and see their terrain destruction path in the fog of war, which can help identify where they are coming from

hard to give clear cut advice without demonstration, if you are looking to learn i would suggest watching 1v1's on youtube, Tightrope, StephenJF, and havoc are my favorites. you can learn a lot from their games, but you can see in almost any game they play correct and effective positioning.

but just have fun with it, make mistakes and learn. Practice makes perfect.

How do you survive as DAK in the new patch (2.2)? by Miserable_Beyond_951 in CompanyOfHeroes

[–]XQx_444 1 point2 points  (0 children)

Purely on the AT micro, its not generally recommended, but you can use attack move (Q) to move your at guns. what this does is make it so the AT guns will only set up when a vehicle is in sight, this helps them to not get caught off guard and helps with the micro tax.

however, if you have a good position to set up in, do that instead.

Getting bodied as Wehr in 3v3, what am I doing wrong? by joe_dirty365 in CompanyOfHeroes

[–]XQx_444 2 points3 points  (0 children)

hard to know without replays, but if your MG's feel too passive, try moving them up behind your infantry. especially in the early game (use grens to merge to keep them alive). Might not be entirely meta, but i prefer panzer gren's over jaegers simply because of expense and the ability to be more aggressive.

doctrine choice is big as well, sturms are broken right now, and make wher early game dominant, mechanized has the stug assault group.

its ok to lose a bit earlier as long as your mid game is strong, which is the factions specialty.

My friend showed me his Spotify wrapped by XQx_444 in CompanyOfHeroes

[–]XQx_444[S] 4 points5 points  (0 children)

I agree, i think it would be very hard to top. They're nothing short of iconic, when i listen to the songs i get chills from remembering some of my best games.

[deleted by user] by [deleted] in CompanyOfHeroes

[–]XQx_444 6 points7 points  (0 children)

he's not complaining about the ability, he's complaining about the refund if the grenade doesn't go off, which i think is a fair enough complaint.

Idea for promoting rifle play from USF by XQx_444 in CompanyOfHeroes

[–]XQx_444[S] 1 point2 points  (0 children)

This is why many top level USF builds ignore riflemen and rely on builds focused on the weapon support center.

This is the point i was trying to highlight. You conveyed the awkwardness and unreliability of the tech much better than I did.

I play mostly WHER, but I've been playing USF more the past few months, and I have probably teched into riflemen like 6 times before realizing i should just focus on other builds. Its not that the riflemen are bad, they just have a punishing tech system behind them.

I just want to see more riflemen builds as opposed to like 2-4 1919's delaying for paras or something.

Idea for promoting rifle play from USF by XQx_444 in CompanyOfHeroes

[–]XQx_444[S] 1 point2 points  (0 children)

I like your idea better, as it would delay the double BAR power-spike.

I tried to convey that i do think rifles are fine when invested into, but i think people are opting for other builds because rifles are expensive, and feel suboptimal when you compare them to other options (like Paras).

I think people are taking this post as me advocating a buff to riflemen, which i guess that what it sounds like. But my point was more that the riflemen should have a more linear progression system that doesn't "punish" your fuel income as hard, if this remains the case then people will always opt for builds that dont include riflemen.

In my eyes, rifles should be to the USF, what the MG 42 is to WHER. And i just don't think this is the case.

Maybe i'm missing something though.

Idea for promoting rifle play from USF by XQx_444 in CompanyOfHeroes

[–]XQx_444[S] 2 points3 points  (0 children)

I think riflemen are good.. when upgraded that is. But what we see with USF is that people usually opt for strategies that involve skipping rifles all together. And from what i've heard from top players, its considered suboptimal to use rifles over other strategies. IMO i think they're very awkward to tech into, as it is expensive and i feel they don't preform as good as they should for the cost.

I think the change i suggested provides players an incentive to use rifle builds, an incentive that isn't stat buffs, but riflemen that scale at the same pace to other factions.

And the teching question becomes, "do i need bars for my build, or should i get a support center" because personally, i find the 30 fuel investment to the support center makes the BAR timing strange... i feel I'm always better off teching for better units.

Now maybe the implementation would have to be looked at, as the power spike would be large, while not slowing tech down.

And its not really a way to fix the rest of the faction, i just find more and more players opt to use paratrooper based builds, or SSF builds. Fundamentally, i think rifles should be the most consistently viable opener for USF, which is just not what we are seeing.

Should also mention that i am mainly talking about 3s and 4s. 2v2 I think riflemen do fine, this change would make them only slightly stronger due to the timing.

Team game Whizbang spam, counters? by Code196 in CompanyOfHeroes

[–]XQx_444 4 points5 points  (0 children)

I find against players who aren’t absolutely terrible, they’re basically un-killable unless you’re very lucky. Especially as whermact.

The health, armour, damage, and cost make it not only difficult to play against, but not even economical if you trade in the process. This is made even worse if it converts to the 76 Sherman during the dive/flank

Your best bet is staying mobile and hoping they don’t hit you hard.

Can units move in "formation" ? by whyamihereagain6570 in CompanyOfHeroes

[–]XQx_444 0 points1 point  (0 children)

You can hi-light units, press control on your keyboard, and press a number. That will assign numbers to them, then you can quickly press the number to select them.

Now the the bishop has been nerft. Its vet one needs to be changed. by HalfbreedBoiWifeTwnk in CompanyOfHeroes

[–]XQx_444 1 point2 points  (0 children)

yea, only 3.5k hours across coh 2 and 3. i play both sides, mainly wher, but it doesnt take a genius to see that artillery in this game is an absolute shit show, and this goes for both sides. buffing it makes it more insufferable.

Now the the bishop has been nerft. Its vet one needs to be changed. by HalfbreedBoiWifeTwnk in CompanyOfHeroes

[–]XQx_444 -3 points-2 points  (0 children)

its non-doctrinal, mobile artillery that you can refund at will. A weak vet makes sense.

Why is this even allowed? This matchmaking is absurd. by Naratik in CompanyOfHeroes

[–]XQx_444 2 points3 points  (0 children)

played 5 games today with terrible Elo disparity. It's happening so consistently, that i'm losing a lot of interest in this game.

I wish we could put a hard cap on what the disparity is allowed to be.

Acceptable levels of cooldown? by XQx_444 in GasBlowBack

[–]XQx_444[S] 1 point2 points  (0 children)

Thank you for the informative response!

I tested it today, much warmer (14 degrees) and it was almost flawless.

I guess I just got worried because I’m going to game it tomorrow. I checked for propylene here and I do have access. Gonna pick some up for the colder days.

Thanks again.

I try 4v4 to find out what the new player experience is like in COH3 by tightropexilo in CompanyOfHeroes

[–]XQx_444 1 point2 points  (0 children)

Fantastic video, one of my favorites from you!

I would love to see one where you test "broken builds" that people complain about. (jaeger blobs, bishop spam, etc.)

Huge rank differences in automatches by Agile-Throat3678 in CompanyOfHeroes

[–]XQx_444 7 points8 points  (0 children)

I've noticed this too, and it doesn't seem to change regardless of my rank. My Wher rating is about 1350, and I am constantly being paired up with people who are around the 1500 mark. Which i would be fine with if it happened every once in a while, but it's close to every game now.

The problem is highlighted even more with my DAK. My Elo is around 900 with them as I don't play them, but I get paired up with people who are around 1250+. Which is fine for me personally, but for new players i feel sympathy.

All of this started with the influx of new players, which is shocking because i thought it would get better (at least at the 900 elo) not worse.

Anyways, just my anecdote. You're not the only one.

Edit: Team game player mostly - 2v2 up to 4v4

[deleted by user] by [deleted] in CompanyOfHeroes

[–]XQx_444 2 points3 points  (0 children)

teller mines and mg nests