Company of Heroes How factions are meant to be |
- How factions are meant to be
- When you Had Enough of Enemy Blobbing
- werfers (vs) fireflies
- CoH2 2v2 All star showdown: HelpingHans & Kimbo vs. VonAsten & Jove - thunderous battle.
- KV2s' anti infantry < Anti tank gun's anti infantry
- List of Special Weapon Crews
- In 4v4, 3v3 as Soviets, Is there any reason to ever build T34/76's and T34/85's? In the chaos that is team games, they always seem like glass cannons, even post patch I think SU-85's will be optimal for the increase in Panzer 4's and Panthers.
- Yellow player Sabotage our bases and we won Lmao
- Long Ranged Units
- Question Regarding ISU vs KV-2
- The best long range infantry?
- How do I edit control groups in CoH1?
- Breakthrough Mod
- Dennis67000 maphacker/streamsniper
- Question about UKF Faction
Posted: 06 Mar 2020 05:30 PM PST
| ||
When you Had Enough of Enemy Blobbing Posted: 06 Mar 2020 05:28 AM PST
| ||
Posted: 06 Mar 2020 04:19 PM PST
| ||
CoH2 2v2 All star showdown: HelpingHans & Kimbo vs. VonAsten & Jove - thunderous battle. Posted: 06 Mar 2020 04:42 PM PST
| ||
KV2s' anti infantry < Anti tank gun's anti infantry Posted: 06 Mar 2020 06:04 PM PST
| ||
Posted: 06 Mar 2020 09:19 AM PST Okay, so I'm aware that most people use the cheapest infantry they can get to crew weapon teams, but for those that remember the immortal Knight's Cross Holders MG teams from CoH1, the other alternatives are better (especially for USF as their cheapest non-crew unit reinforces at 25 MP and is very vulnerable) thanks to the mechanic where models keep their vision/armor/health/received accuracy (except a slapped on x1.25 modifier by virtue of being a weapon team), so here is a small list of noteworthy re-crewers. Feel free to add to it: Pathfinders/Jaegers: Easily the best re-crewers in the game. They don't have any special armor or other survivability benefits, but they keep the amazing sight range they had as infantry, meaning AT guns and HMGs crewed by them will be self-sighting. At 30 MP reinforce, Pathfinders are the most expensive you could do with USF, but it's worth it, even over airborne. Just try it with an HMG42, the thing spreads wider than your mom's legs and with Pathfinder sight range, you can close down huge areas with it. According to u/Obey_SpaceMonkey, Jaeger Light Infantry apparently has the same sight advantages, so the same benefit applies to them. Airborne: Pretty good, allowing parachute reinforcement if a beacon is nearby. They are cheaper than Pathfinders at 28 MP, but neither benefit is better than the massive sight boost Pathfinders get. There are instances where they are better, but they are few and far between. That said, if you use multiple AT guns that are clustered together, multiple Pathfinder AT guns would be redundant, so consider manning the rest of your battery with Airborne. Shock Troops: Highest armor in the game, and they keep the massive short range firepower. If you take a mortar/hmg/AT gun with them, you can really surprise enemies trying to flank, especially if you are behind cover. Heck, you can even use the HMGs/ATs aggressively as 5 men shock squads that take a bit more damage due to increased received accuracy; they will still mulch most infantry in close combat while HMG sets up. Obersoldaten/Stormtroopers: Obers have good survivability, and Stormtroopers used to keep their stealth, other than that, they are not all that worth the cost. They do have high performance at longer ranges, so an HMG team behind cover will have the crew dealing non-negligible additional damage. Grenadiers are better for this though. Penals: So I'm honestly not sure if this works, but if it works like I think it should, then Penals are a straight upgrade over Conscripts. As far as I am aware you have no reason to ever reinforce penals if you have Conscripts around as they are defensively the same and Penals are offensively way better, and so you should just keep merging Conscripts to them. What I wonder if the Conscripts you merged keep their SVTs when you crew weapons with the "Penal" squad; if this is the case, then it's a good idea to crew weapons with them. Other than these, well, it's almost always a good idea to take a crew weapon, something you can do is to not reinforce losses afterwards and in that case, any squad capturing a crew weapon without being lost itself is a bargain. But I'm not aware of any other special cases where crewing a weapon gives special properties. [link] [comments] | ||
Posted: 06 Mar 2020 01:01 PM PST Edit: comparison changes What is most ridiculous to me is that they're not even a good glass cannon. For instance, the T34/85 gets an armor buff, Edit: He's an interesting and funny video about the tank: https://youtu.be/BllPcuhZP84 Edit: Statistics using cheat commands and http://www.coh2-stats.com/ballistic_weapons Health: 640 T34/76; 640 M4A3 Sherman (identical) Health: 800 T34/85; 720 M4A3e8 Sherman "ez 8" Penetration: 120/100/80 T34/76; M4A3 Sherman 120/100/80 (identical) Penetration: 160/140/120 T34/85; 175/165/155 M4A3"e8" Sherman End of edits I know the ramming ability can be powerful, but it's very dependent on your opponent "being bad" by charging tanks without support. Even then, the tank becomes a sitting duck with no gun or movement ability. It strikes me as something "memeable", but otherwise risky to do in a serious game. [link] [comments] | ||
Yellow player Sabotage our bases and we won Lmao Posted: 06 Mar 2020 09:14 PM PST
| ||
Posted: 06 Mar 2020 08:17 PM PST *This is from a comment on a different post* *Not from statistics, but my own experiences* I think Fallschirmjägers are extremely gross (I play SOV, UKF, OKW, and I'm a noob so names may be wrong, and this is my own opinion). Number one for Axis-
Allied infantry -
Do feel free to leave your comments below and share anything I may have missed, I normally skip over thing. And of course if you disagree..... [link] [comments] | ||
Question Regarding ISU vs KV-2 Posted: 06 Mar 2020 01:07 AM PST Hi all, After many patches later, both of these vehicles have become quite different to the ones that were mentioned in similar posts from several years prior. As such, I would like to hear all of your opinions regarding the ISU and the KV-2 in their current states, and how they compare against each other. To start, I do own an ISU commander, and I've come to understand that the unit functions as a sort of "long-range infantry blob wiping machine", with a relatively subpar AT shell that is best used in conjunction with SU-85s and Zis guns. My question is, if you're going to use the ISU as a dedicated infantry wiping machine, then why not get a KV-2 instead? TO MY UNDERSTANDING, the KV-2 has the exact same HE round, but has apparently better reload, and gets a "siege mode" which grants it equal if not superior range to the ISU (at vet 2), and is unhampered by a straight trajectory which tends to hit the ground in front of its intended target. Yes, its immobile while on siege, but the setting up and tearing down time has been reduced to I believe 7.5 seconds, meaning it can relocate relatively quickly. Even if siege mode cannot be used, it can direct fire at targets much like the ISU, with similar range. Armour protection is similar; mobility is similar if not superior on the KV-2 due to the flexibility of a turret, making it somewhat less susceptible to flanks from enemy armour. Both are equally unreliable against heavy armour. Vet 1 is clearly better on the KV-2 than the ISU (an inspire infantry ability compared to an unreliable concrete piercing round). Both have similar costs, with the KV-2 being cheaper in terms of fuel. So I ask again: why get an ISU and use it as a dedicated long range infantry killer, when you can get a KV-2 that seemingly does the job better? Am I overselling the KV-2's capabilities? Or does the ISU need a change? NOTE: I am well aware that in terms of commander choice, the ISU commanders are far and away superior to the KV-2 commanders. I am comparing these units in a standalone context. Your responses would be most appreciated. Thank you for your time! [link] [comments] | ||
Posted: 06 Mar 2020 12:44 PM PST I found vet 5 falls are really great with long range 5 tier bonus and lethality. Vet 5 Obersoldaten are more durable, but vet 5 falls do better in camouflage as a glass canon. What's your favorite long range infantry? [link] [comments] | ||
How do I edit control groups in CoH1? Posted: 06 Mar 2020 12:47 PM PST I'm a few missions into Market Garden and started this mission already having control groups. How do I edit them? Add/remove units, hotkeyes, select multiple units that aren't in the same group without dragging etc? [link] [comments] | ||
Posted: 06 Mar 2020 12:46 PM PST I can't seem to play a Breakthrough game against even AI. My game either crashes immediately after I load in, or a few minutes of playtime afterwards. Any suggested fixes? [link] [comments] | ||
Dennis67000 maphacker/streamsniper Posted: 06 Mar 2020 02:29 PM PST Have a nice replay that ill upload soon, with him blatantly doing 2 hacks: spotting snipers twice Doing recon EXACTLY over 3 snipers hiding Reported him to steam, hopefully something comes out of it [link] [comments] | ||
Posted: 06 Mar 2020 01:09 AM PST Is there a Damage Bonus difference between green and yellow cover? who is stronger in close range combat? Infiltrations commandos with and without bren upgrade. [link] [comments] |
You are subscribed to email updates from Company of Heroes - the highly acclaimed Second World War RTS series.. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment