Company of Heroes I can't work out, what is the number in the circle? 100,55,82? |
- I can't work out, what is the number in the circle? 100,55,82?
- Level 1-16 USF climb part 8: live Monday the 9th from 12pm to 4pm Mountain Standard Time (GMT-7)
- SIDE RAMS?? - VonIvan Highlights October November
- Hello, new wehrmacht player here.
- How do I effectively use the stormtroopers and jaeger squads?
- Walking stuka
- Anybody else found the brits annoying?
I can't work out, what is the number in the circle? 100,55,82? Posted: 08 Dec 2019 02:07 PM PST
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Level 1-16 USF climb part 8: live Monday the 9th from 12pm to 4pm Mountain Standard Time (GMT-7) Posted: 08 Dec 2019 01:17 PM PST
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SIDE RAMS?? - VonIvan Highlights October November Posted: 08 Dec 2019 01:36 AM PST
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Hello, new wehrmacht player here. Posted: 08 Dec 2019 05:32 PM PST I started playing this game when it was free on steam, and i started to main the germans, i thought i'd ask here if what tips could you guys give me or some terms/tactics i should know about. What i usually do is just cap points with grenadiers and wait for arty since i favor the support doctrine, then i push with scout cars with sector arty. Thanks! :) [link] [comments] | ||
How do I effectively use the stormtroopers and jaeger squads? Posted: 08 Dec 2019 05:19 PM PST | ||
Posted: 08 Dec 2019 02:33 AM PST After getting my blob bombed to pudding in a recent AI match (my fault, shouldn't have blobbed that much), I started thinking about how the walking stuka functions when compared to other artillery. After comparing katyusha, sexton, mortars, howitzers and the walking stuka I noticed a few drawbacks, fairly consistently shared by all of these, except the stuka. Accuracy Normally, when you fire artillery, its shells spread out and fall all over the target area. This means its rather hard to hit a specific target. However, the walking stuka doesn't have the problem. Its projectiles always fall in more or less straight line, so sniping specific things is not an issue. Delay Every single arty (except katyusha) has a delay between projectiles fired. After one round is fired, it takes some time for another to load and fire. This gives the enemy time after the notice your bombardment to move out of the way (which is further highlighted by the inaccuracy mentioned above). However, walking stuka always launches its projectiles very quickly, so when the first one hits, you don't really have enough time to dodge before the others also hit. As mentioned, katyusha shares this characteristic, but then katyusha is extremely inaccurate, while walking stuka is the exact opposite. Spotters Sight blockers and short sight range mean the artillery needs spotter to find targets. While the walking stuka also needs spotters, the infrared searchlight halftrack very much replaces that. Normally you have to risk something to spot a target, or spend munitions on recon flight. But with the searchlight halftrack, you can just place it next to the stuka and not worry about risking a unit for the role of a spotter. So, to summarize, while the remaining artillery share a set of drawbacks, the walking stuka either doesn't have them, or has a support unit that effectively eliminates it. Is there anything to the other arty that stuka doesn't have, or is it just straight up better than other heavy artillery? [link] [comments] | ||
Anybody else found the brits annoying? Posted: 07 Dec 2019 10:32 PM PST Im not talking about the balance, just the pure fact when ever I see 1 or more british players I immediatelly think "oh boy, not again" Im a veteran of the Coh 1 and it was as bad as there. They dont have any intresting mechanich attached to them (In coh 1 you had officers, different infantry sections and hq-trucks that could move) Now they only have emplacements which are boring to fight against. Every other faction is more to fun fight against, but of course this is just my opinion. [link] [comments] |
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