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    Tuesday, April 14, 2020

    Company of Heroes Future Netflix Documentary

    Company of Heroes Future Netflix Documentary


    Future Netflix Documentary

    Posted: 14 Apr 2020 09:02 AM PDT

    Howitzers and You: Big Guns and What They Do.

    Posted: 14 Apr 2020 06:41 PM PDT

    Howitzers and You: Big Guns and What They Do.

    I got bored, and shelling things is fun..... so I did more math so I can shell things better.

    LETS TALK HEAVY ARTILLERY.

    We all know them, Sexton, Priest, ML/20, B-4, and leFH 18. I'm gonna go over some math on how these boys do damage, so you might need a calculator if you are following around back home. Did you know some of these guns have secret weapons built into them? Weird shit.

    First, how do we get shell damage. In my last post I got lazy and just figured out the SPLAT AoE of the various artillery. That made the guns look... funny. The Sexton looked like the British shouldn't be allowed to design stuff anymore. This time lets be a bit more rigorous. Lets figure out:

    1. the theoretical damage of a shell,
    2. the area it will land in,
    3. The full barrage damage in that area
    4. DPS/Area/POP (I can do resource costing too, but not REALLY worth it).
    5. the theoretical damage of a shell:

    Explosive weapons do damage in up to 4 zones: Origin<->Near<->Mid<->Far<->Radius. I numbered these 1->5 for the math. Damage is determined by Distance*Coefficient, where damage between distances is interpolated. Coefficient for Origin is 1, and Radius is 0. That means go draw a line between them. Total damage of a shell is the double integral of damage/distance curve and the circles each distance actually represents. As damage is interpolated between, I can skip all the calculus, and approximate the curves as rectangles. This really makes the math easier:

    Shell Damage = SUM of i=1->4, DMG*([{C(i+1)+Ci)}/2]/(Distance of Zone) * [D(i+1]^2- D(i)^2]*Pi

    Where C is damage coefficient, D is distance, and DMG is... damage. "i" is just an increment so I could be lazy.

    Let's see how the big boys match up:

    DMG/Shot

    Yep. Seems Right. Jesus, the B-4 is not to be trifled with. Notice, the leFH Counter Battery is NOT the same as a normal leFH round, its 200 dmg, not 160.

    The Sexton and the leFH have the EXACT SAME damage per shot. Just the Sexton kills less models per shot.

    .... what the hell is with that Supercharged Sexton round? It's 5% less damage for.... reasons (the reason is its mid AoE is 2, where the normal Sexton round is 2.5).

    Up next, SCATTER AREA:

    Scatter has 2 values, Angle (side to side scatter) and distance (forward and back). There is also offset, which is bullshit.

    Vippers, a very vocal dude on the COH2 forums who fears British people (probably a trauma related to tea) has a great run down on what scatter ACTUALLY looks like (bottom of the page). I think the sides might be in line with the gun instead of parallel with shell path, and it made the math MUCH easier with minimal loss in accuracy, so I used that:

    Scatter Area = [(TRNG+TRNG*DSR)^2-(TRNG+TRNG*DSR)^2]*Pi * (AS/360)

    Where:

    TRNG = Target Range

    DSR = Distance Scatter Ratio

    AS = Angle Scatter

    For Fog of War, multiply the DSR and AS by the appropriate number. These are the same number for all artillery. It'll make sense in a second.

    I used 160 as that's the longest range all these guns can shoot without vet.

    Let's see some Areas:

    Scatter Area

    ML20 has the same as the leFH, except on The leFH still gets to be weird, with its 1.75 FoW Multiplier instead of the normal 1.25.... unless its doing Counter Barrage, then it gets to be normal. The Priest and Sexton have EXACTLY THE SAME scatter.

    Also notice, removing FoW gives 20% better accuracy (assuming all shells have an equal chance of landing in an area). For fixed (non-ability, non-B-4) Arti, its 42%. Serious gains.

    Now, lets get damage over time per cannon:

    DMG/Time

    DMG/Time

    I neglected things like Firing Time and that weird .125 second lag thing someone recently figured out on the COH2 forums, just using raw CD. If someone knows the actual barrage period math, please send it my way.

    Fixed howitzers look FANTASTIC, with Counter Barrage looking.... kinda ludicrous. It does double the Sexton, and almost double the Priest. Fine, lets go through scatter into the mix, giving us the FINAL and MOST USEFUL graph:

    DPS/Area

    Conclusions:

    ML/20 is a leFH in baaaasically every way. It just hits a little harder in the middle and has no special ability.

    leIF is a Random Act of Death (RAD) machine,. Sucker can't hit the broad side of a barn, ESPECIALLY firing into FoW. Use ONLY for non-FoW uses, or turn on Counter Battery. BOY HOWDY is counter battery nice. 27% more accurate into FoW, 10 200 DMG mega-wiperific shells of doom, pretty dang sweet. Allies need to NOT put arty near anything that matters!

    Do note, as mentioned in my last post, the leFH has fantastic splat potential, so when it hits something important, it gets value. More of a terror weapon than a death machine if you are gonna bombard something.

    The B-4 REALLY shows it's stuff here. It beats BOTH mobile howitzers at AOE damage down range, even just as a bombardment tool. With its incredibly small scatter, the precision is nasty. I might be seeing where the Axis complaints are coming from, its nastier than a leIF for straight theoretical pain. Its even cost efficient popwise....

    Priest is about as good as a ML/20, and beats a leFH at FoW bombardment. 180 range is respectable, Not too shabby. Pretty tight shelling zone, good aoe. It's a bit worse than ML/20 with vision, but BETTER into FoW.

    Sexton..... is doing alrightish for itself. Kinda. At 160 range, it has to be preeeetty dang close to shell something. thats half the distance of a premium TD. it has SIGNIFICANTLY worse pop cap efficiency of any howitzer. Also, the Super Charged shells look pretty, but are garbage. Notice that 5% really starts to compound with everything taken into account. Per barrage, Super Charged are 10% worse.

    SUGGESTIONS:

    1.

    Friggen give ML/20 its extra round from the start. Change the extra round at Vet 1 to something useful. Or just give it the extra round as it's special.

    The extra round is currently just bringing it up-to-par, not making it special.

    2.

    EITHER: Give the ML/20 an ability (or just keep current veterancy and and 1 to base barrage size).

    OR: Remove Counter Barrage from leIF

    ->Don't give me any of that "a-symmetry" non-sense, they are basically the same gun.

    3.

    Fix Super Charged Shells, just make them normal boys with 2.5 Mid Range AoE modifier. Its 1 modification, super easy to fix.

    AND

    Make Sexton 10-12 Pop instead, that would bring it in line with the Priest for Pop efficiency and maintain 1/3rd pop-cap deficiency for being mobile. 10 Pop cap to keep with efficiency of Priest before Howitzer buff, 12 to keep with old Sexton efficiency. I suggest 10 cause Sextons suck (...and I like them, what about it?).

    If so done, Priests need to be 13 Pop to maintain old efficiency, or stay where they are for new howitzer efficiency of 2/3rds of fixed.

    If you want the spreadsheet, PM me.

    submitted by /u/Descolata
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    The One Patch We Need

    Posted: 14 Apr 2020 10:52 AM PDT

    >Strategic map hotkey changed from Numpad 0 to Tab

    submitted by /u/dmdbqn
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    Would you consider the Tiger to be balanced now or weak?

    Posted: 14 Apr 2020 01:33 PM PDT

    Where to learn current meta?

    Posted: 14 Apr 2020 07:57 PM PDT

    Where's the best place to find discussion regarding the emerging meta of the different factions post-patch?

    submitted by /u/omegaphoenix068
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    Core Infantry worth picking up Flamethrower?

    Posted: 14 Apr 2020 07:18 PM PDT

    A tweak for Stormtroopers

    Posted: 14 Apr 2020 04:31 AM PDT

    Let me preface this by saying that Stormtroopers are great. They have a wide variety of abilities and 4 different configurations (no upgrade, Panzerschreck, MP40s and G43s) and each setup plays a different role. MP40s turn them into Ostheer commandos with great firepower at short ranges, and G43 turns them into excellent frontline infantry when added on top of their trick bag of boons (OOC healing, smoke grenades,faster decaptures and so on). I'd say that MP40/G43 Stormtroopers are perfect in terms of balance and don't need further tweaking. However, that leaves the two other configurations that aren't exactly winning any awards.

    First, the unupgraded version. I'm honestly not sure about the current stats since I don't use them unupgraded for long, it at least was not much if any better than regular Grenadiers. And that's fine, I understand that they are basically meant to be a time buffer before the free MP40s can arrive and wreck team weapons instead of being able to do that right after spawning, but I still feel that the rifles could use a bit of a buff. I'd like to see them use the same stats as Obersoldaten Kar98ks. Yes, it's true that Stormtroopers are cheaper and earlier than Obersoldaten, but most of the latter's DPS comes from MG34 anyway, meaning there are 3 Kar98ks still in play after that. Meanwhile, MP40 gets rid of them completely, while G43 replaces all but 1 with them, so a buff to the Kar98k would not change anything for the better Stormtrooper variants while giving a reason not to upgrade to MP40 depending on the situation, if not for G43.

    This leads me to the second point, the single Panzerschreck upgrade is awful. It gives a weak maphack ability and has no first strike bonus from what I remember, and denies G43/MP40 upgrades, resulting in a unit that really can't reliably do AT nor AI. There are two obvious "solutions" at first that fall apart under scrutiny, that is, either give them x2 Panzerschreck or allow it to be upgraded alongside G43. Both are terrible solutions, because the former makes them a strictly better Panzergrenadier squad except for ambush bonus from camouflage if they had those doctrines, and the latter is just a rehash of the old and hated Volksblobs. And sure, Volks with schrecks had several other qualities that made them so oppressive and the game was different then, but I'm not sure anybody wants a return of infantry that can both have Panzerschreck tier AT and still be good at anti-infantry. Even if such a change were to happen, it would only fix them for the one doctrine that has G43s, that is, Elite Troops. So here's my suggestion:

    Remove the Panzerschreck upgrade together with its pointless maphack, and replace it with a x2 Panzerbüsche package. The Panzerbüsche would be a more accurate version of the Guards' PTRS, starting with the same accuracy but bottoming out at a higher 40% rather than 25%, and together with the buffed Kar98ks, make the squad into a decent long range squad (that would still lack in DPS due to lack of G43s or machine guns) as well as one that's generally capable of dealing with light vehicles and finishing larger ones off as they are limping back to base. There could also be a strong first strike bonus that ensures penetration from ambush shots.

    This new configuration makes 4/4 Stormtrooper configurations useful instead of 2/4.

    Basic Stormtroopers would be LMG-less but somewhat powerful Grenadiers with a trick bag of abilities and no munition cost for upgrades.

    G43 Stormtroopers would remain as powerful doctrinal line infantry with a trick bag of abilities.

    MP40 Stormtroopers would remain as Ostheer's answer to Commandos and perform as excellent ambush infantry.

    Panzerbüsche Stormtroopers would be long-range Ostheer Guards with decent versatility but neither the anti-infantry firepower of G43s, nor the ambush potential of MP40s. They would be a sidegrade to the basic form.

    Thoughts?

    submitted by /u/ecmrush
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    Face-off at Rostov Rough Guide

    Posted: 14 Apr 2020 09:26 AM PDT

    Just finished Face-off at Rostov on General and with the not losing a single VP achievement, and my friend said I should post some sort of guide here so I thought fuck it I'll give it a go.

    Face-Off at Rostov is hard enough just trying to beat it normally, let alone without losing a single VP. Expect to restart a lot. The biggest deciding factor we found was RNG, but scenario limits further make this a complete mess. You'll also want a friend as your 2nd player, as although the AI isn't bad, you'll need to cheese this a bit in order to win.

    The first issue is reinforcements. When you control more VP points than the Russians they're given reinforcements to retake the points, on top of what they've produced normally. The Infantry reinforcements could be Penals (with flamethrowers), engineers (with flamethrowers), Guards, MG's, AT Guns and Shock troops (there might be more but that's all I recall seeing). For vehicles it's either 3 Scout cars, 3 T-70s or 3 T-34s. Reinforcements act weirdly in that it seems as if theyre just assigned to move to a single point and stay there. If they take a VP with these units the tanks for example will stay put and not move further, whereas the AI's normal units will. This can make retaking points easy, as you can pick them off from a distance, but the best tactic is to stop them in their tracks before they get onto the point. If multiple are sent to a single point it can very easily be overwhelmed.

    The second problem is the scenario limitations. Like most Theatre of War scenarios, elements are from when the game originally launched and elements are from the current multiplayer state, which is why you'll see stuff like penals with at rifles and flamethrowers. Since it's meant to be 1941, what you and the AI can build are limited, and some units have other small changes (eg no panzerfaust but a crappy at grenade instead). Because of this, the AI can field T34s and KV-1s, whereas you can only use Stugs and Panzer IVs with short barrels, which can barely penetrate light tanks.

    Because of all this, you'll want to turtle hard on the left and middle point. I used the defensive commander, as although you're technically not able to build Pak43's (cause 1941), the commander came out after the ToW was made and the restriction doesnt apply for some reason. Build barbed wire and anti tank traps in order to funnel infantry and tanks, and get AT up as quickly as possible, as those tank reinforcements can come in as early as 5 mins in. For the right point, use engineers to barb wire around the entire point to stop infantry from capturing it. How well this works depends on the reinforcement blob sent there. If it's something like shocktroops, they'll shoot barbed wire but won't be able to damage it. If it's tanks or guards with at rifles, they'll destroy it pretty quickly, so how long you can hold it is completely random, and it's hard to defend with actual units due to how far away it is. Layers of bunkers, mgs, mortars, anti tank guns and mines on left and middle. is your best bet to win, and even with that it's bloody tough and entirely dependent and what enemy reinforcements get sent. Another thing to consider is the water freezes over at some point, so you'll have to anticipate flanks from there as well.

    Not sure how to end this, so if anyone is actually crazy enough to try and get those acheivements, good luck.

    submitted by /u/FlameMarineUk
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    Having a lot of fun with Royal artillery regiment with the Sexton/Valentine fix.

    Posted: 14 Apr 2020 12:16 PM PDT

    Holy crap, so much continuous artillery. With the valentine's coordinated barrage not sharing a cooldown with the sexton's own barrages you can have your sextons firing non-stop once they hit vet 2 with the reduced cd (which they will now hit faster as they also get vet from the valentine's ability). Think I have a new favourite British commander.

    submitted by /u/chwalistair
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    Soviet anti tank guns at anti infantry duty test results:

    Posted: 14 Apr 2020 08:29 AM PDT

    Someone told me that the SU76 and the ZiS had the same gun and wouldn't make a difference when shooting directly at infantry so today I tested it and got these results:

    ------------Close range-----------Mid range--------------Vet 3 improve ratio

    ZiS-------------2:06---------------------5:01---------------------------x1

    SU76----------2:25---------------------6:55---------------------------x1.368

    M42-----------2:10---------------------5:50---------------------------x1.4

    All the numbers are an average given in minutes of the time it takes each gun to kill a full squad of vet 0 volks.

    This basically tells us that teh SU76' main gun kills more than the ZiS gun itself without considering the squad and on the M-42 and ZiS what is dealing the damage are the mosins and not the AT guns themselves but when M-42 hits vet3 the bonuses actually improve the gun enough to help on the damage (doesn't imporve the soldiers and neither does the ZiS). On the SU-76 the same happens when it gets veterancy, still these options are barely usable, SU76 killed the squad on close range within 1:46 average minutes, M-42 took 1:40 min and ZiS took the same time on average wich is 2:06 on vet 0.

    Also an interesting fact that I had already seen on multiplayer is that often it takes only a few shots of the SU76 to kill 1 model but takes way more to hit the rest, it's not that unusual you get first shot kill if the squad is close and not moving, I always try it.

    submitted by /u/Biebbs
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    Please Help, Modding

    Posted: 14 Apr 2020 01:34 PM PDT

    Please Help, Modding

    Good afternoon,

    I have been following this guide: https://www.coh2.org/guides/26089/coh2-modding-getting-started-with-the-official-tools/page/12

    This is my first introduction to modding Coh2, though I have modded other games such as the total war franchise. Can anyone help me get the database under my belt? The guide I am following is severely outdated. I don't even have many of the same lists as shown in this guide. My units attributes look like this:

    https://preview.redd.it/6obp0hnagus41.png?width=579&format=png&auto=webp&s=b42bc7dc0dc8e8f84b285f378b7be9fd166be538

    Can anyone help me find where to increase the units size please? And any other helpful tips are greatly appreciated.

    Thank you in advance for your help

    BIG OL EDIT: I figured out the unit size thing but I am still looking for a friend or someone who can help me along in this process. There are not too many resources out there for missing CoH2 and having someone to go to would be really nice.

    submitted by /u/BloodzyTV
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    Does anyone find the ukf medics a bit buggy?

    Posted: 14 Apr 2020 03:27 AM PDT

    My experience has been that they don't always auto heal. Sometimes they need to be reset with the "hold healing" buttons before they go back to healing.

    submitted by /u/chwalistair
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    CoH2 Edition: Coffin Dance Meme

    Posted: 14 Apr 2020 06:25 AM PDT

    Update is gardened

    Posted: 14 Apr 2020 03:44 PM PDT

    So i cant update the game. Its missing 2MB. Been on that since the launchday. Well played, Lelic. Well played.

    submitted by /u/MiSp_210
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    Need a bit of help with usf.

    Posted: 14 Apr 2020 04:32 AM PDT

    I have started playing usf and i always use multiple inf and support guns most of the time. I want to implement the same playstyle with them but i am not familiar with the numbers behind the paratroopers or the rangers and their most effective use. Also i find it weird with the paras that if you upgrade their lmg then it locks out the special bazooka but if you take the bazooka first you can still upgrade with lmg or thompsons.

    submitted by /u/Section21
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    How to deal with brits?

    Posted: 14 Apr 2020 08:00 AM PDT

    They seem to always spam damn emplacements, every time i get brit in match i know that i'm gonna have a hard time playing, how am i supposed to fight 2 tigers and a bunch of mediums if my teammate gets all his emplacements insta-killed by arty but still spams them? On a serious note, anyone knows if mark target goes into effect instantly or when icon above tank appears?

    submitted by /u/Aissir
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    Cheat commands doubt

    Posted: 14 Apr 2020 07:17 AM PDT

    How can I place a unit and not allow it move, only shoot? To test 1v1 engagements between infantry and tanks. On vehicles I try to give them destroyed engine critical but sometimes they rotate anyway exposing their rear armor.

    And if it's not possible how do you guys test suck things? Like for example, who wins ostruppen far on light cover or 7 man cons on no cover etc.

    submitted by /u/Biebbs
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    How to counter wehrmacht early game as USSR in 3v3?

    Posted: 14 Apr 2020 12:33 PM PDT

    I pretty much see that whoever gets the fuel point early in the game holds it far more often than not, and as soviets it feels like when I fight wehrmacht i run into a brick wall. that early MG42 is so cheesy and there's no flanking it, no outplaying it. the only luck i feel like i get is getting a sniper, but that eats up alot of valuable early MP. is there any real way to deal with this strat early?

    submitted by /u/LightningDustt
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    New OKW doctrine idea: Terror Tactics

    Posted: 14 Apr 2020 01:47 AM PDT

    (Yes, same name as the Wehrmacht doctrine from the first game, I know).

    So, I've noticed that the people are getting fed up with the Grand Offensive doctrine (Even after the very small nerf it received recently, so I've had the idea for a potential replacement for it. Yes, I know, it's harsh to remove content from the game (Especially for a faction with few commanders already). But the truth is, almost everything from the Grand Offensive doctrine is stolen from every other doctrine, creating a frankenstein'd abomination that's quite overpowered. Anyway, let's have a look at this:

    Terror Tactics

    "Demonstrate the fierce resolve of the Fatherland by bleeding away the enemy's manpower pool, using the Sturm Offizier and his upgraded bodyguard detail to their maximum extent and finally by obliterating their reinforcements with a precise V-2 strike."

    0 CP - Make them pay!

    "For 35 munitions, you can mark an enemy infantry unit. When they're marked by this ability, they will subtract a small amount of manpower from their owner and give it to you upon death." (This basically lets the player give up some munitions in exchange for manpower, whilst at the same time punishing the enemy for making stupid mistakes, I think the cooldown could be 2 minutes?).

    2 CP - Sturm Offizier

    "This Officer and his squad inspire nearby Oberkommando units to fight harder and has a number of abilities to weaken enemy units. If the Sturm Offizier is killed, nearby units will retreat. This Officer is escorted by his Obersoldaten bodyguards, effective at range." (Taken from the Breakthrough Doctrine, not much else to say).

    3 CP - Accelerated Training

    "If reinforcements are desperately needed at the front, the training of fresh units can be hurried along for a short time to suit your needs." (This one would cost somewhere between 200-300 manpower in return for speeding up unit building for 30 seconds, the cooldown would be 3 minutes).

    EDIT: Manpower cost reduced to 150 MP and ability duration increased to 60 seconds.

    6 CP - Oberstützen Package

    "The Obersoldaten can be equipped with a Panzerfaust, the ability to repair vehicles and an additional man, giving the unit greater versatility." (It would cost 45 munitions and be mutually exclusive with the MG34 upgrade).

    8 CP - V2 Rocket Strike

    "For 140 munitions and 60 fuel, you can order the lauch of the powerful V2 rocket on a target area of your choice to cause devastating damage." (Yah, I know, there isn't a V2 model in this game. But, I think a single off-map Sturmtiger projectile would be good enough, you already have it as an artillery finisher, so why not have it be an actual ability?)

    Is this doctrine too reliant on manpower and ammunition? Is it too under/overpowered? Is it uncreatable? Or is it just too bad to ever work? Let me know what you think in the comments, I would love to hear everyone's opinions on this.

    submitted by /u/FilipTheCzechGopnik
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    Best way to destroy bridges?

    Posted: 14 Apr 2020 04:17 AM PDT

    I noticed coh2 u cant destroy bridges easily I wanted to ask you guys what faction and unit would be easiest

    submitted by /u/Russianace12
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    Spotting half track glitch

    Posted: 14 Apr 2020 09:37 AM PDT

    Sorrry if this post has already been made. Has anyone noticed the bug on the okw spotting halftrack where it simply doesn't spot units? It was working fine a couple weeks ago but now whenever the light shines it never reveals units?

    submitted by /u/Frostbite326
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    Vent: super toxic teammate who was playing very bad so he blames...me?

    Posted: 14 Apr 2020 01:10 AM PDT

    My KD was 151 kills, 85 lost. His was 81 kills, 104 lost.

    Captures I have 9, he has 8.

    Damage, I have 27xxx

    He has 15xxx.

    So he starts picking me out of the group, and just incessantly berating me. That just doesn't sit well with me. So I quit...this guy, TSF|Mycelus, I send him the screen shot...I have the best KD on the team of 4, he has the worst. I have the most damage, he has the least. I have more caps, he has less caps. I was carrying him, and I didn't complain at all...but he starts freaking out because he doesn't know how to play, and blames the best player on the team and starts insulting me and berating me, and I lose my shit at him.

    So what gives? I'm obviously playing FAR better than him in part because I'm a far better player...and so he picks me as the cause of his poor gameplay. I just don't understand it.

    I sent him the kill sheet, and he doesn't respond. I guess he was shamed...how can you respond? You look at the kill sheet I screen captured and he just looks so ridiculous to berate me for bad play when you look at the kill sheet and he's clearly the worst player out of everyone in the round. Dude, don't blame others if you don't know how to play. That's not my fault...if you choose to play bad, that's your choice. Not mine. WE could have won...but you chose to destroy morale on the team and start bitching out the one player, really carrying your slack. I didn't complain even though throughout the round, he was clearly a worse player than me but it's a team effort...but then he went too far.

    submitted by /u/SuperJew113
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