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    Friday, December 20, 2019

    Company of Heroes What my friend and I were up against in a 2v2 last night: Double OKW, Fortifications Doctrine....

    Company of Heroes What my friend and I were up against in a 2v2 last night: Double OKW, Fortifications Doctrine....


    What my friend and I were up against in a 2v2 last night: Double OKW, Fortifications Doctrine....

    Posted: 20 Dec 2019 08:05 AM PST

    I've found that the better the player...

    Posted: 20 Dec 2019 11:07 AM PST

    The worse I get crushed, but also the nicer they tend to be.

    Generally true, or false in your opinion?

    Got vaporized by 3 units of Falls recently (tried mines, tanks, and mgs with no luck) and the dude stopped by later to chat and say hello / connect. Said I was bleeding his manpower, but I couldn't turn the corner. Thumbs up for being good and not an asshole.

    Secondarily -- I've found the longer someone has been playing - they nicer they are, but also the less patient they are for playing out games to completion (myself included.) Most of the jerks I meet tend to be new players, interestingly.

    Also -- DAMN THE DETAILS. It's really fun to watch streams/videos of good players using units in ways that you don't or to put them to use in ways you hadn't before. (Why do my cons die, but your cons kick-ass? etc.)

    submitted by /u/nathanfreeze
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    Thoughts on UKF Platoon Command Post cost rebalancing?

    Posted: 19 Dec 2019 10:51 PM PST

    TITLE SHOULD BE: THOUGHTS ON BRITISH EARLY TECH COST REBALANCING?

    Hey there, sorry to those who are already tired of hearing about the UKF but I just want to give a proposition, if not just an angle of discussion to somewhat alleviate their problems in 1v1. I don't see much problem with them in 2v2 and up simply because their faction design of specialization 'can' be covered up in the first place. I'll also try to frame it as non-doctrinally as possible, but offer some of their usual doctrine choice for a facet to anyone who just wants to read their playstyle from a player who extensively uses them in the mid-high level range.

    Infantry Sections

    You either love em or you hate them. They can be the pieces of shit infantry that drop like flies or downright terminators once vetted and in cover with brens. They're both of that at the same time! Truth is the nerf was somewhat deserved due to the popularity of just make a squad of 4 5-man squads and run them like a blob being quite a bleed for the enemy. However, they do accentuate more a problem because of the bolster mechanic. On their own, depending on how you play them, they have the power of a 220-250MP squad as a 4-man, mostly comparable to the Oshteer Grenadier. They have a higher upside, but way later in terms of vet or a bunch investments in weapon racks/mills bombs but without the snare. With the 5-man upgrade, they can overperform their cost at around 270-290MP so it's a bit tricky. I personally find the 270MP fine since most would get the bolster anyway before or after the platoon command post, so having it above the average value is normal. So yeah, I'm not too in favor objectively of lowering the MP cost by 10MP again down to 260MP (but I would welcome it coz it's still a buff)

    Universal Carrier

    I love the UC but it's really not all too good. One would be that it really slows just how Brits build up their core of units since it's mostly likely going to be hunted down by the first LV that comes out the enemy. It has a micro tax, you need to kill about 10-12 models with it to 'pay its dues', much more if you had to repair it early. The upgrade also really hampers Brits to get their bren upgrades to compete with Volks Stg and Gren LMG in a vacuum fight. It's one of the best equalizers in the early game, but requires quite a lot of care to have it really 'pay off', since most somewhat overlook just how much it costs and the investment you have to do, whether resources or micro to let it have its way.

    Armored Car

    The AEC is a great piece of LV and I'm not disparaging it in the least but when costs are taken into account, it's a light vehicle that costs 380MP, 75fuel due to the tech specifically just for it. Of course, the British can simply ignore such a tech upgrade and head straight onto a Cromwell, which is one of the earliest ways a faction can actually rush a medium tank. UKF only needs 30 fuel + 115 fuel in order to tech to be able to build out a medium tank, as they are somewhat designed to have a choice of foregoing "essential" upgrades if ever to make it happen. In a normal 1v1 UKF build however, bolster is almost always upgraded before the AEC, so even if it's supposed to have better timing than the OKW Luchs/Puma, it ends up being later than that.

    Weapon Racks/Bolster Infantry

    This is probably the crux of what I want to get out from this post. These upgrades are honestly an 'essential' in order for Brit infantry to perform. It's actually why they're really not a problem once they get past the early game. It's also the reason they don't underperform in teamgames, because the units themselves are pretty fine. The problem is, you're needing to invest another 300MP and 50 fuel total to unlock your infantry's potential, and that's not including grenades. Only thing comparable would be the rather expensive OKW Teching costs (but it's to tech up) and then the USF Weapon Racks being 150MP and 15 fuel but can be somewhat foregone for a later match time since the Lt can get a zook, the Cpt. can get a BAR, and their elite infantry of Rangers and Paratroopers having weapon upgrades attached to them. The usual answer to that problem is that British teching is pretty cheap, but when compared to Oshteer.

    UKF: 180 + 280 + 200 MP = 580 MP / 30 + 115 + 50 Fuel = 195 Fuel
    [Platoon + Company + Hammer/Anvil]
    OS: 100 + 200 + 100 MP = 400 MP (Tech) (Add 100 MP ish for each building built) / 40 + 90 + 25 Fuel = 155 Fuel (Tech) (Add 20ish for each building built)
    [Battlephases]
    Assuming they build everything of course. Caveat being that UKF would probably tech AEC, adding 100MP/15Fuel and OS is less likely to build T4. They're pretty similar, until of course you add in that "Oh, British needs to spend 300MP and 50 Fuel" on top of that then you can see why they fall behind early.

    Frankly, one of the few reasons(I think anyway) that the UKF Infantry upgrades are that expensive is actually because of the Sappers. You get a 5-man engineer squad able to do a heavy upgrade with Anvil, able to have 2 PIATS/Brens and ability to upgrade to a minesweeper(or flamer for doctrines) that's vanilla decent at close range, especially at vet1 in cover FOR ONLY 210 MP. It simply has a LOT of utility, which sadly isn't something that can be showcased 'as much' in a 1v1. No one really takes them as mainline infantry either due to their RA deserving of engineer units for the faction.

    CONCLUSION:

    I personally would lay out that maybe lowering the cost of Weapon Racks and Bolster Infantry to 100 MP each instead of 150 MP would be a welcome change as UKF infantry is expensive enough. As for why I don't want to touch the fuel cost is because of the tech timings of the AEC compared to OKW and Oshteer being messed up. If the Fuel is too low, instances where the AEC is already out, making it virtually unusable to make a 222 or 251 as Oshteer to make an impact. To be honest, I'd also love for the requisition of AEC/Bofors tech to have lower MP cost(around 50 like how USF has it) too simply because even in team games unless memeing, there's not much incentive to build multiple of them. Can even add 5 more fuel to it if needed. I'm not too keen on buffs(or nerfs) on Infantry sections at all simply because I don't agree on any of the brainstormed changes that have been presented.

    So yeah, this is mostly ignoring the whole "no snare" for IS, the weird dichotomy of great and bad british tanks and doctrine choices in general.

    PS: Use Lend Lease UKF whenever fighting OS and swarm the first Pak with multiple M21Quads (M5 upgraded). It's downright oppressive as long as you take care of mines and actually rush everything down.
    Edit: OH RIP WRONG TITLE! EDIT2: Rip format.

    submitted by /u/Hold_My_Teapot
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    Any chance new commanders will be added in the future

    Posted: 20 Dec 2019 08:20 AM PST

    I liked whole new commander added thing (also they were free). Any chance new commanders to be added again.

    submitted by /u/thetruerhy
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    An hour long slugfest that felt closer than what the VP score had to show.

    Posted: 20 Dec 2019 07:27 PM PST

    Special weapons or vanguard?

    Posted: 20 Dec 2019 02:32 PM PST

    Me and my buddies are getting back into the game and I'm switching my faction from OKW to the Brits. I wanna get a unique commander that isn't stock and has some cool things to offer. So do I hunt down the Jerry half tracks with tank hunters or have an army of commandos?

    submitted by /u/bluitwns
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    Conscripts VS Sturmpioneers

    Posted: 20 Dec 2019 10:15 AM PST

    I like playing conscripts, usually give them the 7 man upgrade and use them to speed repair my vehicles with 3 squads plus 1 engi.

    Problem is early game in team games, sturms show up in pairs or accompanied by grens/volks.

    What are some tips to engage such thing? scenarios like 2 cons vs 2 sturms.

    Most of the time i can down one of their in exchange of 5 of mines and end up retreating.

    submitted by /u/ultimate26
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    Streamer Square-Off Highlight: Bao get's MrSipan with the B4

    Posted: 20 Dec 2019 11:17 AM PST

    CoH2 Modding Query - Pen Mechanic

    Posted: 20 Dec 2019 02:33 PM PST

    For some reason, CoH2 has an oddly convoluted penetration system I've seen with tanks (although CoH1 had another, even weirder system). Does anyone know a way of modding this out? I'm making a mod that includes pen and armour values based on those in Warthunder but the mechanic in CoH2 has me stymied and I suspect changing this formula is outside the scope of the mod tools.

    submitted by /u/heavymetalgoy
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    Map recommendation

    Posted: 20 Dec 2019 01:37 AM PST

    I'm looking for a completely flat map with zero terrain alterations (no bridges, lakes, shrubs etc.). I just wanna have a brutal battle of attrition with hard AIs. Any recommendations?

    submitted by /u/Sargent_peezocket
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    SU bulletins and T-34/75

    Posted: 20 Dec 2019 04:43 AM PST

    So I was thinking of what are the best bulletins I should use for my build, wich is:

    -Engineers (so I start with 2 squads of engineers), penals, penals, flamethrower, M3 clowncar, penals, PTRS if needed, maybe sniper, T-70, T-34/75 and I usually get 3-4 of those and a IS-2.

    My actual bulletins are +5% reload speed for T-34/75 as I usually have 2 or more, +4% damage on T-34/75, and +3% rotation speed on T-34/75%. Are they any good? and is my build any good? lol.

    As you can see I skip tier 2 on many games and instead make shock troops, snipers, more penals... I only make it sometimes when I really need it. Also I think the T-34/75 is so weak it can't deal with anything, a Tiger can easily kill 2 T-34 AT LEAST, panther 4 is also better and let's not even talk about how you can give a bazoka to almost any german infantry and make it incredibly efective against soviets tanks. Again, I'm not complaining about axis being stronger than soviets but it just feels like you need more skill to compete against their better tanks, better late game infantry and emplacements wich soviets don't even have one.

    submitted by /u/Biebbs
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