Company of Heroes Today was a beautiful day, multiple full squad wipes. |
- Today was a beautiful day, multiple full squad wipes.
- I learned a valuable lesson today, don't make a LMG squad exit a building in front of a tank
- Meme
- KV-8 Flamethrower Tank
- Never saw anything like it
- How to use Panzerfusiliers?
- Questions about some of these USF and OKW changes...
- Patch release date?
- German words written on animal pictures
- Does the buldožer Sherman have more armour and hitpoints that the regular Sherman? Also do the M10 and m36 have the same amount of "armour" and "health"?
- CoH2 Competitive Showdown: VonIvan vs. Kimbo - A furious firefight courtesy of SturmtigerGadafi
- COH Shoutcast #3: Bang Bus Brigade [OMGmod]
- UKF faction rework: feedback, discussion and advice thread [1v1]
- The Sturmtiger question
- OST patch?
- Churchill AVRE
- COH 1 or 2?
- How to micro tanks?
Today was a beautiful day, multiple full squad wipes. Posted: 27 Jan 2020 04:37 PM PST
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I learned a valuable lesson today, don't make a LMG squad exit a building in front of a tank Posted: 27 Jan 2020 11:49 AM PST
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Posted: 27 Jan 2020 06:40 AM PST
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Posted: 27 Jan 2020 08:42 PM PST
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Posted: 27 Jan 2020 04:19 AM PST | ||
Posted: 27 Jan 2020 10:20 PM PST I really like the idea of these units and ive desperately been trying to put them to use, especially with the g43 upgrade, but they always seem to die so easily. If i build exclusively pfussies then they dont feel capable of going toe to toe with the enemy and when I build some volks and some pfussies then the volks seem to be doing the heavy lifting. Should i only be upgrading the squads that vet or should i upgrade them to get them to vet easier? Should i keep one aside and later upgrade him with shreks? How can I best use Panzerfusiliers? [link] [comments] | ||
Questions about some of these USF and OKW changes... Posted: 27 Jan 2020 10:19 PM PST Im a little salty about some of these changes. I hope it's not just me that got a little triggered by... "M26 Pershing We are toning back some of the Pershing's AOE which previously allowed it to destroy most infantry squads in two hits. In return, the cost of HVAP is being reduced to give the Pershing an edge against vehicles. Far AOE damage from 0.225 to 0.175 Mid AOE from 0.4 to 0.375 HVAP shot from 60 to 50" So what point is the Pershing now? It was useless vs any tank below a heavy and now with it not being the infantry slaughter house, why keep this commander at all? Its funny that this commander has been super good up until now. They must have sold all the bundles they could before nerfing making it useless. "Pershing CP requirement from 9 to 11 Pershing Manpower cost from 600 to 640 (to bring it in line with other heavy tanks) Requires all tech buildings (experimental change - may not remain)" Even with the biggest CP, fuel and munition lead you can get, you're not getting a Pershing out before 25 minutes anyway. So why nerf the cost even more? Seriously, this makes this commander useless when Rilfe and Armor company have everything the Heavy commander has but better and actually realistically priced. You're not going to get a Pershing out now before 40 minutes and even if you do, there any so many other, better choices now... So stupid of a change. "Cluster Bomb Added 1 additional second to delay before the plane arrives." Wow the really the ONE good ability USF has is being nerfed to become useless. May as well add in a siren and ping the map for the bad players who didn't have map awareness to move away from a gigantic area in red smoke... I don't understand this at all. This was the best thing Recon company has and now this 1 second delay ruins any chance you get of getting actual damage. But OKW and OST can have their 1 hit tanks that completely destroy an entire squad? Then we have the biggest wtf change... "King Tiger The King Tiger is having it's fuel cost reduced to better reflect it's performance and trade-offs when compared to other heavy tanks. Fuel cost from 280 to 270" Yeah because its not like King Tiger tanks were never seen and really needed this 10 fuel cost buff... Changes like these really make me question the devs idea of balance and fair play. I was excited for some changes but of course, they go the complete opposite way of making the game more fun and more balanced. Just more bullshit changes and German favoritism. [link] [comments] | ||
Posted: 27 Jan 2020 09:30 AM PST | ||
German words written on animal pictures Posted: 27 Jan 2020 12:55 PM PST
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Posted: 27 Jan 2020 07:32 AM PST | ||
CoH2 Competitive Showdown: VonIvan vs. Kimbo - A furious firefight courtesy of SturmtigerGadafi Posted: 26 Jan 2020 11:42 PM PST
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COH Shoutcast #3: Bang Bus Brigade [OMGmod] Posted: 27 Jan 2020 06:51 AM PST
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UKF faction rework: feedback, discussion and advice thread [1v1] Posted: 27 Jan 2020 07:55 AM PST Never in my wildest dreams thought that when I posted this thread: https://old.reddit.com/r/CompanyOfHeroes/comments/erwj0j/please_make_brits_playable_in_1v1_so_i_can_enjoy/ Relic would answer my prayers a few days later. Maybe i should've been more patient! Massive thanks to them for taking a look at the real issues with the faction and trying to come up with pro-active solutions rather than just band aids. I don't have the time to start getting to grips with the balance mod, or am of the expertise to really make the most of it before it's all a bit more set in stone, but I'd love to hear the thoughts of the CoH2 die hards on here about what's working, what still needs tweaking, what new strategies and tactical philosophies it opens up for the faction and what still needs looking at. If the game were to go live in the state of the balance beta, how would I be looking to adapt my boiler plate brit tactics for a new dawn of pressure and mobility? [link] [comments] | ||
Posted: 27 Jan 2020 12:01 PM PST How can we make the Sturm a balanced vehicle? Lately I have been climbing with good old elite armor and a couple of P4J with HEAT ammo tackle anything however I have not found an use for the Sturm. I mean it can barely take 3/4 health out of a Bofors and every time infantry sees it they just retreat or get right up next to the tank then I cancel the shot and they get the fuck out I have only used it a couple of times effectively tackling entrenched at guns or MGs plus the odd repairing tank that someone forgot. I think the sturm needs to have the aim time reduced with a decrease in lethality but more AoE that will make it usable for assaulting mobile forces or a big increase in both damage and AoE with a nerf of range, aim time and speed that way it can become a real bunker buster that you are fucked if you let it get close. What do you guys think? I believe its parade vehicle niche needs to be erased [link] [comments] | ||
Posted: 27 Jan 2020 11:41 AM PST | ||
Posted: 27 Jan 2020 06:53 AM PST Hi, how should i use AVRE correctly or maximal potential? Is it wise to make it command tank or should i don't even bother it to buy? [link] [comments] | ||
Posted: 27 Jan 2020 06:27 AM PST I just started playing 2, but I was torn on which to buy. Should I buy 1? Thanks [link] [comments] | ||
Posted: 27 Jan 2020 04:24 AM PST Especially for squishies like the T70, SU85, T34/85, Stug. and heck the Pz4. It seems that they move forward when I click attack for some reason. This is especially problematic for TDs that have low low health. That said, I realize I'm doing something wrong and I'm trying to learn. This sub is filled with a lot of veterans. I'd be glad to receice any of your wisdom! [link] [comments] |
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