• Breaking News

    Wednesday, April 8, 2020

    Company of Heroes "GG EZ"

    Company of Heroes "GG EZ"


    "GG EZ"

    Posted: 08 Apr 2020 09:00 PM PDT

    Giga chad M4A3 wrecks shop

    Posted: 08 Apr 2020 12:40 PM PDT

    Axis being much easier to play is making my friends quit the game

    Posted: 08 Apr 2020 11:44 AM PDT

    Its really frustrating. Im usually a soviet player but we do also play axis. My friends are average players aside of one guy. As allies, we do lose 50-60% of the games (despite me being top damage every match and doing much better on that side) but its a struggle. Each match is a hard battle even for me. As soviet you need to do everything right and no mistakes. Some maps are so axis sided they are near impossible to win or not get crushed.

    Then we play axis and we steam roll most games. Win 8/10 matches of which 5 are total stomps despite having less axis experience. We just roll over them. I feel bad for the opponents in these games. Its so much easier to play and win. The axis early game is beyond broken when 2 decent players coordinate or even alone. Sturmpios and MG42 at the start is ridiculous. Winning the early game snowballs so hard that the rest usually becomes a breeze.

    OKW infantry and forward posts are so broken that you have such an economic advantage its insane. The worse friends just spam OKW infantry and attack move and they do dominate with that, its sad.

    I still want to play allies but my friends do want to leave the game because the difference is just absurd. OKW needs a real nerf, its like a faction with DOW2 micro requirement in COH2 and its dominating every team game to no end. Its understandable and tiring how you just get infantry spammed and then a faceroll tiger or tank spam comes out. You make the slightest mistake with your high micro SU85 or Firefly and Pak and you lost the game while a Brummbär, panther, tiger are insanely forgiving and easy to use and get away with everything.

    One of my friends now takes a break and the other just uninstalled because match quality difference is so insane. I don't know what to do aside of just give up and promise we only play axis now.

    submitted by /u/ShrikeGFX
    [link] [comments]

    SU-76 anti infantry capabilities

    Posted: 08 Apr 2020 06:31 PM PDT

    Most of the times I use the SU-76 I have it on target vehicle but I'm curious if someone knows how does it perform against infantry without thaking in consideration the barrage. I know it doesn't have an MG but it's gun is better than T-34's and also reloads faster so is it worth it to let it attack infantry or is it better to put on prioritize vehicle to catch something off guard?

    submitted by /u/Biebbs
    [link] [comments]

    How did OKW become the most OP faction?

    Posted: 08 Apr 2020 02:31 PM PDT

    I honestly don't know the patch history that led to their supremacy. Could someone explain?

    submitted by /u/Paradox-ical_Major
    [link] [comments]

    Dear Devs

    Posted: 08 Apr 2020 03:09 PM PDT

    Please throw some attention towards balancing team games. Most of us play them and honestly do not give a toss about balance for pro players, especially in 1v1's.

    submitted by /u/101DaBoyz
    [link] [comments]

    How to play Allies in 4v4

    Posted: 08 Apr 2020 08:59 PM PDT

    Recently, there seems to be lots of reeing on this subreddit about how the Axis are OP.

    IMO Axis are easier to play in 4v4 but its not sooo unbalanced to the point they literally dominate.Here is my 2cents on how to win in 4v4s

    1) MG42 OP!

    The MG42 is arguable the best machine gun in the game, but its relatively easy to counter. UKF gets their Vickers the same time as OST does, due to the Vickers higher damage, you should be able to win MG v MG fights. Even the soviet maxim will beat the MG 42 in a straight battle. The USF player can use its stock motar to smoke and flank or tech smoke nades to quickly deter remove MGs.

    2) OKW is soooo OP at the start

    True, strums are very strong units at the start, boasting incredible close-range DPS. However, USF Riflemen can beat sturms easily if you micro well. Not to mention OKW severely lacks any AT in the first few minutes of the game. Use clown cars and universal carriages to anoy the shit out of OKW players. OST players who MG spam will have very little grens, grens will lose to Riflemen almost every time so use this to your advantage. If OST goes Ass gren, laugh and spam out maxims and universal carriages, Riflemen can also reck Ass grens easily.

    3) What to do midgame??

    This is where you shine as Allies. The AEC will shut down any 222 and luchs while holding of puma's. USF AA halftrack destroys blobs if yoh micro well. The T-70 is basically a pocket T-34. The USF Pack howie is excellent at dislodging dug in axis players the motar pit is also great but be careful of flame motar/LEIGs. The USF and/ir UKF player should get weapon racks. Riflemen with BAR or Tommies with bren delete Axis infantry. Another crucial thing is always to make sure you have at least 2 AT guns by 10 minutes.! I have won countless games as axis or lose as allies because there was no AT gun to oppose a rushed out OST panzer 4 or Ostwind. Get AT guns, usual the soviet player should get double Zis as their barrage ability is very good.

    4) What tanks to built?

    As Soviet, you should focus entirely on SU-85s and some Katys. Make sure you have always 1 T-34 though. The SU-85 is cheap and with its extended range dominates heavy axis armour at extreme ranges. A line of SU-85 is very hard to deal with if you are Axis. The Katy is the most balanced rocket arty in the game, tha barrages decimate infantry and static weapons as well as fortification. It can even force of tanks. Don't overuse the Katy (e.g on that half health pioneer capping VP) or underuse it (waiting for the perfect blob)

    As USF, built lots of Jacksons, these TDs are the bane of Axis players. Their excellent manoeuvrability and firepower along with their long-range makes them excellent tank killers. Micro them well, and they will smash any hostile opposition except Elephants. They can dive easily to wipe out weak hostile armour and can run away very fast, combine them with crew repair, Jacksons are super effective tank killers. You should have 2 Scotts that will force your opponent to keep moving, these will act as your AI tanks, they have smoke in case they need to flee. You can use them to autofire to support or barrage enemy emplacements with HE or smoke. The Sherman is pretty decent with its HE shells but treat it purely as an AI vehicle as its AP rounds can only pen Ostwinds reliably.

    As UKF, honestly, you can built anything, all its tanks are effective. The Churchill will soak up an insane amount of firepower while dishing out decent AT and AI damage. The firefly tulip rockets ensures that unsupported Axis tanks will get blown to bits, the firefly 17 PDR gun does a large amount of damage. The centaur is a great AI vehicle. The Cromwell is great for diving enemy artillery and skirmishing. The comet is a great premium medium with decent AI and AT the white phos rounds are excellent and forcing of MGs and AT guns.

    5) How to deal with panther rush.

    Plant mines, like lots of mines, at the front, in your rear, along flanking routes etc. Make sure you have infantry that can snare around and don't snare to early. Use the less important AT vehicles(e.g centaur,Churchill,Shermans) to try and draw their fire. Use tulip rockets to hit the enemy tanks and slow them down. Try and focus fire on panthers, make sure the Jacksons and firefly can cover the more vulnerable SU-85. If you have AT overwatch or P-47 rockets or Typhoons, these will cripple Panther rushes.

    6) How to deal with KT and Tigers

    Use you TDs, their superior range makes it easy to hit them, use Zis-3 or 6prr to hit them too.The USF AT gun is excellent but only if you have lots of muni.

    7) To deal with Elephants/Jadgtiger

    These vehicles are the bane or any teamgames for Allied player and will often rack up ridiculous damage every game. To kill them, use T-34s and ram them and than use IL-2 bomb strikes to kill them. Its very cost effectiv. Even using T-34s to ram than hitting them with everything you have will often kill it. You will lose a few TDs in the process however.

    8) What commanders to pick.

    I recommend 1 Artillery (USF infantry company or UKF Royal arty) However don't use the soviet artillery and remember to constantly move the arty and DO NOT have more than 2 artillery at one time. Use arty to hit those OKW forward bases. Doing these will weaken OKW

    1 high damage direct strike (IL2 precision bomb strike or IL2 rocket run, USF TOT arty takes to long to drop so its useless against stunned tanks)

    1 loiter (USFs P-47 rockets, IL2 AI strafe, UKFs vanguard attack typhoons with AI and AT, At overwatch from the soviets)

    You should have at least a few heavy tanks, go for KV-2, IS-2, stock Churchills, Churchill crocodile. I highly recommend having ISU-152 due to its great AI and AT firepower and has extreme ranges. Don't do Pershings, it's not useful in 4v4s.

    My recommended comp for 4v4s is

    1 Armoured Assault (Sov)

    1 Mechanised Support(Sov)

    1 Airborne (USF)

    1 Royal Artillery (UKF)

    Other great commanders is

    Soviet Industry, Shock motor heavy tactics, NKVD, Defensive Tactics, Shock frontline tactics.

    Recon Support, Infantry company and Urban Assault(Only pick urban assault if you have double USF)

    Vanguard operations and Tactical support. Mobile Assault if your team has only 1 sov and the 2 USF didn't pick calliope. Special weapon is decent.

    Last tips

    Coordinate with your team, even for small things like "I need smoke" "I have healing here" will greatly help them. Help them if they need help and don't be toxic towards them.

    Built caches, around 5-10min in the game. Built fuel caches if your income is or is threatened to be bellow around 25. If not muni caches, you should have a muni income of high 40s and low 50s

    Don't blob, unless you want to lose half your army to a panzerwefer or Stuka. Space your support weapons out so they do get destroyed. Move artillery after firing.

    Do not SimCity and turtle, always push aggresively.

    submitted by /u/toxicfireball
    [link] [comments]

    COH1 US vs US

    Posted: 08 Apr 2020 04:26 PM PDT

    Is there a way to have allied forces play against eachother? Friends and I want to play US against eachother.

    submitted by /u/jprod115
    [link] [comments]

    How big is the recieving fire/damage reduction for squads retreating?

    Posted: 08 Apr 2020 11:15 AM PDT

    What if there was no base defense?

    Posted: 08 Apr 2020 04:42 PM PDT

    How drastically would that change the game?

    I've been alternating between this and SC2 and I kinda wish there were more timing attacks you could do to end the game earlier. Base defenses forces longer games.

    What do yall think?

    EDIT: Only removing MG from the Starting Base Defense, leaving the position there for troops to garrison for a defenders advantage.

    submitted by /u/chr0n1c_1337
    [link] [comments]

    Individual Unit Micro & Laziness

    Posted: 08 Apr 2020 10:06 AM PDT

    In some games, I find it easier to "blob" or "control group" 3+ units that are all going the same place to all do the same damage, all on the same enemy unit. (A similar but separate question about control grouping AT for example for ensuring targeting or good placement on enemy armor, which I generally get a good result from..)

    How have you convinced yourself or practiced giving individual units more attention?

    TACMAP/ Other?

    I find that my blobbing generally gets me the damage I want, and I rarely am punished for it, due to awareness and spreading out when needed, but I'd like to bump my skill up a little. Any suggestions?

    submitted by /u/nathanfreeze
    [link] [comments]

    Is there a way to view or pull image and icon files for CoH2?

    Posted: 08 Apr 2020 11:20 AM PDT

    I had a couple ideas I wanted to use the in-game unit tags for but I'm not sure how to retrieve them.

    submitted by /u/AdminfantryCommander
    [link] [comments]

    Isn't the bunker too strong?

    Posted: 08 Apr 2020 07:39 AM PDT

    I think it should be 4 population per bunker and be susceptible to molotvs... becouse on certain maps there are incredibly good positions making it very costly to deal with them.

    Also it takes 0 skill to just place a bunker on a tied game and have an easy and cheap way to defend cutoffs and points, as soviet it's very frustrating to have to send a chunk of your army to deal with a good postioned bunker and just be very susceptible to your opponent countering on the other side of the map or flanking you. If you are soviet and want to defend a point you need to make an investment with some risk like for example placing a maxim there wich is way easier to counter and more susceptible to a flank ending up losing the squad but as axis you can just put a bunker wich is cheaper and not even have to worry about losing it to a infantry squad becouse appart from penals you can't break it and if after a struggle you manage to break it he's just gonna put another one.

    What I'm saying is, how can't a molotov thrown to a bunker kill the person inside? Wouldn't a bunker be even weaker to molotovs than a garrison? Makes no sense to me how axis has such no skill options...

    I really don't want this to sound like a rant or like I'm saying axis takes no skill becouse it's not true, but come on... if a molotov can't kill an mg inside a building or a bunker why do you want them for.

    submitted by /u/Biebbs
    [link] [comments]

    T70 vs US Stuart

    Posted: 08 Apr 2020 12:48 AM PDT

    I usually play custom game playing 1v1 or 4v4. As you can see, my shitty T70 can't even penetrate Stuart while the dang Stuart can penetrate everywhere. Dang thing is quite fast too making my AT gun quite hard to use.

    submitted by /u/AdorableKiwi16
    [link] [comments]

    The Soviet faction might need a fix to their lackluster healing capabilites.

    Posted: 08 Apr 2020 03:55 AM PDT

    All of the factions in COH2 aside from the Soviets have some form of healing available to them that can be utilized outside of the base sector which provides a tactical advantage to the team due to the fact that they don't have to resort to retreating a full man squad just to heal at their base and can keep a unit in the fight by simply healing them at the front lines.

    UKF: doctrinal medics, forward assembly with healing upgrade, Tommies with healing aura upgrade, and units that auto-heal out of combat after a certain vet.

    USF: ambulance, medics (inside of ambulance that can get out of the vehicle that can also heal), and units that auto-heal out of combat after a certain vet.

    OST: medic bunkers, units with med packs, and the Sd.Kfz 251 half-track which can heal units that are garrisoned inside.

    OKW: Sturmpioneer medic crates, sWS halftrack that turns into the Battlegroup Headquarters which can be built outside of the base sector, and units that auto-heal out of combat after a certain vet.

    Historically, the Soviets had field medics that carried small arms weaponry and were outfitted with the necessities to carry out the task of treating units on the front lines.

    Could it be possible to add a medic unit to the main base which can be produced for a certain amount of manpower after researching the base medics upgrade? Perhaps make them not very combat effective, but give them the ability to have a healing aura outside of combat?

    I'm not sure if this topic has ever been addressed on here, so I'm interested in what you guys think of this idea potentially. Are the Soviets fine as they are or would this be a viable buff without changing the game too much as it is?

    submitted by /u/Wunderwaffels
    [link] [comments]

    WTF I can't produce KT when my Sturmtiger is on the field

    Posted: 08 Apr 2020 12:50 PM PDT

    Fuck you relic this costed me the game.

    Sturmtiger

    Due to all the recent changes to all heavy tanks, the previously established restriction of mutual exclusion with the Tiger II has been removed.

    Can now be called in if the Tiger II has already been deployed (or vice versa)

    MY ASS

    submitted by /u/dmdbqn
    [link] [comments]

    No comments:

    Post a Comment