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    Sunday, December 15, 2019

    Company of Heroes What happens when your ally goes afk 10 minutes in, leaves after 20, and you come back to win while your opponents call you various slurs

    Company of Heroes What happens when your ally goes afk 10 minutes in, leaves after 20, and you come back to win while your opponents call you various slurs


    What happens when your ally goes afk 10 minutes in, leaves after 20, and you come back to win while your opponents call you various slurs

    Posted: 15 Dec 2019 02:04 PM PST

    Plane went from being a scout plane into full on kamikaze

    Posted: 15 Dec 2019 05:48 AM PST

    I don't know if y'all gonn believe this but a scout plane was shot down then flew straight into my base wiping all my troops, this isn't the right way to introduce Japanese faction relic, come on.

    submitted by /u/pptangina
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    Nothing funny, just a proud papa. Been playing for years and I think this is the best unit I've ever had.

    Posted: 15 Dec 2019 08:11 AM PST

    Guide: How to Destroy a Tiger Tank as USF

    Posted: 15 Dec 2019 06:15 PM PST

    I was asked for a guide on discord on this topic. I thought I would share it here.

    What is the ideal strategy and checklist in killing a heavy? No losses and being able to do it with limited map control.

    First requirement is sight which will enable a huge advantage. What tools does the USF offer for sight? Pathfinders have 50 sight(55 with vet 1). Riflemen are pretty tough and offer 35 sight. Sight will protect your flank and spot for your long range anti tank tools. Vision plan is very important. Keep in mind you can listen for the engine of a Tiger tank in the Fog of War. This can help you position your AT and prepare to move away vulnerable units.

    The munitions heavy strategy

    Countering the Tiger Ace with low cost tools. M20 Mines are very effective(60 munitions) effectively a teller. Place this in a place the opponent is likely to push and that you are likely to have AT nearby. AT guns can be quite effective against Tiger's with the rounds to penetrate and the vet 1 ability to increase vision and range. The rounds ability is the most critical. Rear Echelons can have double zooks and sweepers. This makes them ideal for deterring large targets. This strategy is vulnerable to a combined arms push with sweepers. (consider attack grounding the m20 mines if they are sweeped and units are over it)

    The manpower heavy strategy

    What if you are strapped for munitions? The rear echelon 10 muni mines can temporarily slow Tigers for 10 munitions. AT guns have the other ability to hold fire and let them approach closer. This allows you to have higher pen(since they are closer), have better accuracy, and the ability to get 2 shots off. This is micro intensive so the cost might not be munitions, but it is definitely not easy to plant a bunch of cheap mines and micro your AT, but it is very effective. The only major cost is the cost of the AT gun. Consider crewing these with pathfinders if you play Airborne. Pathfinder beacons can protect them by detecting infantry flanking on the minimap. This strategy is vulnerable to a lapse in micro.

    The fuel heavy strategy

    Jacksons rip up Tigers since they are fast and have insane range. Pershing is a bit weaker, but it can win with a tiny bit of help from anti tank nades, AT guns, and zooks. Whatever you have avalible. The better supported tank will win. M10 can accomplish this but it is more micro intensive. This is vulnerable to mines and AT since the Tiger makes great armor bait. Stuarts can blind Tigers. If you micro this well it can help tremendously especially when paired with a Jackson and Pershing.

    How do I decide which strategy to go for?

    If you see them playing with a lot of AT and mines an fuel based counter is risky(especially if you don't have better vetted infantry). The Tiger will kill infantry much better then a Jackson, however the Pershing can match this role. Generally if you have resources mixing munitions heavy and Pershing or Sherman(HE rounds and 50 cal makes this a squad wiping machine on par with heavy tanks with more mobility) Jackson combo would be ideal. The idea is too have the most anti infantry power while containing the opponents armor. This game is won by infantry and vehicles are just here to support. Making lmg paras and Pershing incredibly potent in the late game for infantry killing power and how hard they are too kill. If I am completely down on my luck and I can't afford munitions or fuel I will try to hold 1 victory point to draw out the game so I can max out army and hopefully play carefully. Make sure you have an ambulance. It is absolutely critical after you get your main infantry out, but especially more important if you opt for manpower heavy strats(since you have no map control). If you are super ahead you might find you can fit an ambulance after your Stuart if no squads are heavily wounded, but healing is critical. It ups effective dps(since models take longer to drop), makes it harder to drop models(saving manpower), and it makes you less likely to get wiped especially by grenades.

    Let's talk formations

    Infantry and sweepers are almost always the spearhead of your attack. They fish out concerns with their vision and can soak damage safely. An MG to support the push is often following. Likely with tanks behind that and anti tank behind that. This is the general flow you will be following. Vision a key point in forming this. Do not underestimate the major's abilities. Recon is very helpful as is major arty against team weapons. Pack Howie can dislodge AT weapons protecting the said Tiger.

    This should cover everything you need to know. If you have any questions feel free to ask

    submitted by /u/ReanuKeevesCOH2
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    Tank Stutter?

    Posted: 15 Dec 2019 03:10 PM PST

    I'm sure this is nothing new, but today it costed me a game. I had a tank reversing and I was just out of range of the pursuing jacksons/kv-8s. I had 2 paks and a panzerschreck squad ready to ensnare the enemy and save my tank. This could have won us the game. The path was clear and I didn't need to micro my tank because it was already set to go straight to base, but suddenly the tank stuttered as if it stalled then inched up a little bit and then continued as if it rubberbanded. Well the tank was destroyed and they were barely touched by snare because they were content with their pick.

    Is this Lag? It has happened before but usually when issuing a new move command and moving forward. If it's lag why doesn't it affect infantry? I had issued the move command long ago so even it was my connection the tank would know where to go.

    Anyone know?

    submitted by /u/Komikoze
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    Playing in 1440p?

    Posted: 15 Dec 2019 02:22 PM PST

    Anyone playing COH2 in 1440p and getting 60fps? If so, could you please let me know your spec :-)

    submitted by /u/alone1i
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    What do you take as your first capture point in 1v1 and 2v2s?

    Posted: 15 Dec 2019 09:50 AM PST

    Just getting a temperature check on what I like to do to see of there's something better or if this is not really optimal. But I'll take my first RE as USF and go for a command point, usually near a fuel. Then follow up with taking a fuel and munitions. Depending on the build you're doing is it ever okay to just grab a fuel or munitions first before your first command point?

    submitted by /u/throwaccountnumber69
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    AmErIcA wOn ThE wAr By ItSeLf

    Posted: 15 Dec 2019 03:36 PM PST

    Question about the development of the modding tools

    Posted: 15 Dec 2019 03:53 AM PST

    Hi everyone.

    I'm the creator of the 'Make CoH Great Again' mod for CoH2, and i'm currently in the very early stages of developing a strategy game from the ground up in Unreal Engine. I can't code, but i do understand the relationships within the programming framework, which is why i found the modding tools of CoH2 reasonably understandable. Since i can't code, i'm dependent on my programmers to actually 'create' the game, so i wanted to look into the possibility of creating an editor for the game, much like the attribute editor for CoH2. Once the systems are implemented, i would then be able to create a lot of content myself, freeing up the programmers somewhat.

    As such, i'm wondering if any of you know:

    1. How long did it take to develop the modding tools for CoH2?
    2. Did Relic build modding support into the core foundation of the game, or add it after the game was complete?
    3. ...and what impact (if any) did this have on the development of the modding tools and their functionality?
    4. Is there any features/guidelines that are especially important to implement/follow, when creating such an editor?
    submitted by /u/Foxhound634
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