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    Wednesday, April 22, 2020

    Company of Heroes Can your COH2 Sherman do this??

    Company of Heroes Can your COH2 Sherman do this??


    Can your COH2 Sherman do this??

    Posted: 22 Apr 2020 10:00 AM PDT

    Played against WARDOG again, he was teamkilling

    Posted: 22 Apr 2020 07:20 PM PDT

    This guy team kills whenever he starts losing, I am gathering evidence for a nice long report. Anyone else have anything they would like to share

    submitted by /u/iheath99
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    Dont lose your vet 5 kübel come on

    Posted: 22 Apr 2020 01:50 AM PDT

    Stupid idea suggestion: Independent Partisan Operations

    Posted: 22 Apr 2020 08:01 PM PDT

    A 10 CP call-in that is the last ability in the Partisan Doctrine, and it costs 200 manpower.

    Placed on an enemy area, it creates a circle similar to that of the air strike strafing runs in other doctrines with flares dropping down in the middle beforehand.

    In that circle, if an enemy unit is close to an ambient building, it will spawn partisans - lmg partisans if that the enemy is infantry and AT partisans if the enemy is a vehicle. Enemies will be pursued until they go outside the circle.

    4-5 partisan squads max could be automatically called in, and requires vision of the building. You can't control them and they return to buildings after the call-in expires in time, which should be about the same as il-2/stuka strafes.

    This can be used to distrupt back lines when pushing in with your spearhead army.

    Also the partisans under your control gain a movement speed boost and the ability to reinforce off ambient buildings at a slower speed.

    submitted by /u/YandereTeemo
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    Did coh2 just have a small update and if so what was it for?

    Posted: 22 Apr 2020 07:18 PM PDT

    My isolation hobby has been collecting my favorite commander-specific tanks.

    Posted: 22 Apr 2020 08:33 AM PDT

    Superior Soviet Technology

    Posted: 22 Apr 2020 06:55 PM PDT

    Za Roduina!

    Posted: 22 Apr 2020 02:31 PM PDT

    Pin point mortar shot

    Posted: 22 Apr 2020 04:52 PM PDT

    Anyone else remember when soviet mortars got vetted up they could use a pin point shot that would land precisely on the spot. God I miss og coh2.

    submitted by /u/jimbo26875
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    Allies under performing significantly IMO

    Posted: 22 Apr 2020 02:46 PM PDT

    I've been away from COH 2 for about a year. A lot has changed since I returned, I was amazed to see in my usual 2v2 and 3v3 public matches how dramatically the strategies have changed on both factions. I can't seem to find soft counters to fallschirmjagers, they just absolutely delete my infantry (USF Soviet) I have read the last 3 patches since I came back, not a whole lot has been done to fallschirmjager / Ober blobbing which can wreck players that are being starved of fuel to counter this. Again, I have been gone for about a year, so I would love to hear people's opinions and feedback.

    submitted by /u/fatmonkey112
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    [Team] State of the Game?

    Posted: 22 Apr 2020 04:41 PM PDT

    It's been about a year since I last played and my friends and I are getting keen to scratch that Coh2 itch. We exclusively play team games though (either vs each other or automatch), and a quick look through the patch notes seems to indicate a move away from heavy tanks (And apparently a big pershing nerf, I remember enjoying Heavy Cavalry).

    You'll have to excuse my memory since it's been some time, but last I recall JLI spam was pretty brutal for OKW. the OST go to was "Don't play it", Cluster mines and I/R pathfinders were hilariously OP for the USF if you wern't going for calliopes or the pershing, the UKF had the 'Advanced Cancer Regiment' - and all I remember from the soviets is the B-4 meme cannon (as their balance used to change a lot, from what I recall).

    Where are we at now? What's good?

    submitted by /u/BigFeardedBuck
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    For 3v3s and 4v4s, is the 3 conscripts opener always better than rushing a maxim or mortar since they get overrun easily?

    Posted: 22 Apr 2020 03:56 PM PDT

    I'm talking about the build order: Conscripts > Conscripts > Conscripts > 2nd Engineer > Field Infirmary > Maxim > etc...

    submitted by /u/Paradox-ical_Major
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    Close the pocket > All of his teammates RQ > sync-error detected. FUCK drophackers.

    Posted: 22 Apr 2020 05:18 AM PDT

    Y USF AA Trak has No Prioritize Vehicles???

    Posted: 22 Apr 2020 10:45 AM PDT

    Why does it STILL not have this? For crying out loud the 222 even has it. Even if it's just for the main gun it makes no sense. Is it a technical limitation? We got the hand break, godsend but, no prioritize vehicles?

    submitted by /u/HelmutIV
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    Does anyone know how to find this avatar on a high quality? Thank you !

    Posted: 22 Apr 2020 01:30 AM PDT

    CompanyOfHeroes - Steam sale/questions.

    Posted: 22 Apr 2020 10:39 AM PDT

    Hey everyone,

    steam is currently having a sale on the CoH franchise; I've always played Total War games but haven't played many other strategy games outside maybe the DoW series.

    Now that this sale is on though I'd be interested in getting into CoH - seeing as I played neither game in the series I'd really appreciate some of your perspectives, and perhaps which to get.

    **THE SALE LASTS LESS THAN 48HRS**

    submitted by /u/NonExplosivePun
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    The AT Gun Problem

    Posted: 22 Apr 2020 05:38 PM PDT

    This is gonna be a veeery lengthy, semi-rant-y one, so, tl;dr: iirc double AT guns strat is still too effective.

    So the latest balance patch came out several weeks ago which is supposed to make Medium Tanks more relevant and to give some less popular faction a much needed buff. But I don't want to talk about that, I want to talk about how Towed AT guns (ATG) still has complete control of 1v1 and 2v2 games, and even 3v3 and 4v4 to a certain extent.

    PART I: HOW IT'S SUPPOSED TO BE

    The point of ATG is that you could pay a generous amount of manpower (MP) to get a gun that could hurt armored vehicles when your usual small arms fire couldn't without paying a single fuel. This gives a lot of options such as stalling for Medium Tanks or its equivalent (MT), Heavy Tanks or its equivalents (HT), or even not using them at all although not recommended, but most importantly: comebacks, it allows a player who is behind on fuel to be able to not get steamrolled with Light Vehicles (LV) or MT.

    It however, has some drawbacks. It is cumbersome and slow to relocate with it's unpack and packing time (will talk about this later), have limited gun arc, and most importantly susceptible to small arms fire (tempted to shorten this to SAF at this point).

    To compensate for these, they have more shooting range than most direct auto fire armored vehicle that could hurt them bar the ISU-152. To compensate again for these advantage, they still have standard infantry sight range, so you have to use something else to fully use it's range by giving sight for it usually in the form of some poor unwilling infantry squad on the frontline.

    How do you use them effectively? The idea is to have your ATG surrounded by friendly infantries to hold any infantry from killing it and support your infantries against enemy vehicles when they get too close.

    In short, by building ATG you are effectively trading your MP bleed for deterring enemy vehicles from an area and a chance to take it down.

    PART II: THE META

    So what's the problem? Well, it does it's job very effectively, too effectively even. It needs 3 shots to kill a LV, which is fair, 4-5 shots for a MT, and a lot of shots for a HT (iirc somewhere around 6-10) which makes it seems like a lot, until you realized you can make several of them and instagib any of these vehicles with a bit of help such as snares.

    Having more doesn't change the amount of infantry you need to screen if you always move them somewhat close to each other. And they're not expensive enough MP or popcap wise to outweigh the higher potential to kill an enemy vehicle and saves you from your infantry MP model bleed. Two ATG is the general consensus for the most efficient amount as it allows you to kill a MT with two salvos, only one and you'll miss a lot of vehicle kills, more than two and you'll be wasting too many popcap and MP, especially when the enemy is currently not having any vehicle.

    PART III: THE PROBLEM

    Let's say you have a standard medium tank, you found yourself in the middle of enemy double ATG wall, 4 shots to kill, medium range, no chance to wipe an ATG before it getting a 2nd shot, 20% chance to either bounce or dodge a shot, enemy ATG will shoot you twice each. I know this is oversimplified, but in this case the chances of you dying is a bit over 40%, and another 40% for you to get away with 1 shot amount of health. 82% of the time, you either got a very long repair time, or die.

    Considering that double ATG costs at least 540 MP, it should do at least this much, right? Well, to field a MT you need at least 300 MP and 90 fuel, but to repair you need another 170 MP for an engineer, not to mention the tech cost. Yes, you do usually get an engineer from the start, but that means that's 170 MP repairing rather than on the field capping or fighting

    Yes, for your standard ATG like the 6-pdr and PaK 40, it is arguably in good spot. But there are two admittedly unique yet IMO somewhat overperforming problem childs of ATGs.

    Where other ATG is very much useless against infantry, you could use the ZiS to barrage a small area like you would with a mortar. Problem is this barrage is a tad too good for something that's meant for AT capabilities. I know it might be too soon to talk about this as the patch is only several weeks old, but this is the one that needs to be paid attention to the most after the nerf, wether or not the problem is only how it ignores green cover or something else.

    Why do you think an ATG is made to be slow? It is so that you don't limit the area a vehicle could go to too much, to threaten you to not move your ATG too far forward or risk it getting killed by flanking infantry, or worse, stolen by the enemy. Now what do you think would happen if an ATG could retreat? They'll put it so far forward that they could do more than 2 shots before the tank gets out of their range. To make things worse, the Rak has some of the highest rate of fire. Sure they have 5 less range but I for sure could move it forward more than 5 range and be confident that it won't get wiped by infantry on retreat.

    PART IV: CONCLUSION

    The vehicle play is all about which tank could bleed the most MP to the enemy while dealing with ATGs or TDs. After the patch losing a HT became so game losing that it's almost not worth the risk anymore.

    As much as I rant about it, I don't have a better solution either. I thought about how making every ATG costs 50% more MP and popcap, deals 50% more damage and limiting it to one per player, but then a stolen ATG became super powerful that it's basically GG.

    As an anti-tank gun, these ATGs perform reasonably, well within expectation. But when you double down on it, it is too effective on deterring any vehicles for it's cost.

    Sorry if this is a bit too opinionated and rant-y, but i just need to get this out of my head.

    submitted by /u/Breakalegs
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    Is there a CoH mod that is campaign compatible?

    Posted: 22 Apr 2020 09:57 AM PDT

    More specifically, where the added content can be accessed in the campaign, or even the mod adding new missions.

    Thanks in advance.

    submitted by /u/_Jawwer_
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    What is the most satisfying thing in Coh?

    Posted: 22 Apr 2020 09:55 AM PDT

    How effective is the othseer flammenwerfer halftrack at destroying a british emplacement that's braced?

    Posted: 22 Apr 2020 10:29 AM PDT

    Advanced unit control

    Posted: 22 Apr 2020 04:57 AM PDT

    I was just f#cking about the other day and I noticed by Shift/Ctrl clicking on your unit icons on the top right you can select all units of the same type or select a designated few. I absolutely hate how the tactical map works since imo it's just a messy oversized version of the minimap and I can already keep track of things using the minimap. However I have a bad habit of ordering a unit whenever my mp is overflowing so I end up with 9 grens/cons which get really frustrating to keep track of. Any suggestions as to how you people micro bigger armies? I don't blob and don't often build more than 1 tank, that if, so I leave myself plenty of room for infantry.

    submitted by /u/Katyushathered
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    WAR IS HELL

    Posted: 21 Apr 2020 10:34 PM PDT

    Tactical map on laptop.

    Posted: 22 Apr 2020 11:41 AM PDT

    Hi!
    I play on my laptop, sadly. No powerhouse to play on.
    that means im using the built-in keyboard. Usually the tacitcalmap hotkey is TAB, but not on my laptop somehow, so i dont have a hotkey for the tacmap.

    Others having this issue or solutions how to get it?

    Playing on as ASUS UX430

    Cheers

    submitted by /u/opdjmw
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