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    Sunday, April 12, 2020

    Company of Heroes King Tiger Barbie edition

    Company of Heroes King Tiger Barbie edition


    King Tiger Barbie edition

    Posted: 12 Apr 2020 01:02 PM PDT

    My Team Has This VP LOCKED DOWN

    Posted: 12 Apr 2020 04:24 PM PDT

    Since when was the 7th man conscript a guard?

    Posted: 12 Apr 2020 05:08 AM PDT

    When your Panzer IV breaks into the base of the all-USF Allies and stumbles on the ambulance daycare center. (Axis warcrimes, 1944 colorized)

    Posted: 12 Apr 2020 09:04 PM PDT

    Fear propaganda artillery summarised

    Posted: 12 Apr 2020 07:52 PM PDT

    Wiped out the phattest USF blob in my experience.

    Posted: 12 Apr 2020 07:22 PM PDT

    KV-2 Buff Suggestion

    Posted: 12 Apr 2020 11:32 AM PDT

    Hello. I'd like to talk a bit about KV-2.

    Let me start off by saying that the KV-2 is, for lack of a better word, is decent. It's a doctrinal, inaccurate, weaker, limited-to-1 Brümmbar that can deploy in a very vulnerable position but admittedly get pretty good anti-infantry firepower for it. It's interestingly balanced, and Urban Defense, one of the doctrines it is in, is already good (Industry is trash and it needs a rework of its own).

    That said, the KV-2 has absolutely nothing of use to offer against vehicles when it is deployed and can't meaningfully participate in its own defense. This is a problem, because a deployed KV-2 is very vulnerable and easy to rout, and there are many ways to get a KV-2 to unpack and even ways to get guaranteed kills on it depending on your doctrine. This makes it compare poorly with the more flexible IS-2 or the frankly better ISU-152 that also comes in better doctrines, so here is my suggestion, not to change numbers on the KV-2, but to give it an entirely new ability. The ability starts out weak, and grows to be quite powerful, in spirit of the Command Panther which becomes oppressively good at Vet 4. This rewards the player for keeping the unit alive with a fairly good support vehicle. Please note that this was playtested (an even stronger version actually) way back when I was in the business of making my balance suggestions into playtestable mods, and it did not prove to be oppressive. Keep that in mind when forming your opinion please.

    Without further ado, here's the suggestion in all its mathematically detailed glory:

    New Ability: Smashing Shot

    Smashing Shot is a powerful direct fire ability available to a deployed KV-2. It costs 90 munitions to fire this gun for one second. It can only target vehicles, and it has an aiming time during which the KV-2 is revealed on the map and the text prompt "Aiming Smashing Shot" appears over the KV-2. It is perfectly accurate (it will never miss once fired, like any snare in the game, except if it collides with terrain or another world object),fast with no penetration drop over range, and uniquely, its deflection damage is the same as its penetration damage. The difference between a penetrating hit and non-penetrating hit is that a deflected shot will cause crew shock, whereas a penetrating hit will cause engine damage if the vehicle has more than 60% health after the strike, and complete immobilization if it has less or equal. I'll give numbers for each veterancy level, and give some tanks as examples to help you visualize the gun's performance. Here goes:

    Veterancy 0:

    Damage: 240

    Penetration: 200

    Range: 40

    Cooldown: 60 seconds

    Aim Time: 5 seconds

    As you can see, the ability starts out fairly tame. At 40 range, with a 5 second aim time, its easy to avoid for a medium tank, and almost trivial to hit and run. With 200 penetration, it will always penetrate a Panzer IV that hasn't gotten its armor skirts, though the first hit brings it down to 400 HP, just shy of the 384 (60%) needed to immobilize it, so a full health PzIV won't be immobilized. Even the tiniest bit of damage, however, will turn it to an immobilization case, though as I said previously, it would require some really bad mismanagement for a medium tank to be hit by the Vet 0 version of this ability. Against a King Tiger with its 375 armor, it has slightly better than 50% chance to be a penetrating hit, and it will be an engine damage unless the KT is seriously damaged. So, at this point, its a difficult to use ability that can only punish overextension and really just a worse Target Weak Point that's a Hail Mary. From here, it gets better.

    Veterancy 1: - 20 second cooldown, +5 range

    Damage: 240

    Penetration: 200

    Range: 45

    Cooldown: 40 seconds

    Aim Time: 5 seconds

    An average upgrade, the ability becomes more reliable and reusable with a range of 45. The KV-2 still requires self spotting, but the window for snaring a medium tank is still small.

    Veterancy 2: +80 Damage +100 Penetration

    Damage: 320

    Penetration: 300

    Range: 45

    Cooldown: 40 seconds

    Aim Time: 5 seconds

    This is a pretty serious upgrade. Your damage becomes 320, meaning a penetrating hit on the 640 HP mediums (T-34/76, Sherman, Panzer IV H before skirts etc.), will always be immobilized. Even the 800 HP mediums will always be immobilized as they will land at exactly the 480 HP that would be 60%, and 300 penetration means most tanks will be penetrated. Full health skirted Panthers and Brümmbars, let alone the heavier tanks, won't be immobilized, but penetration, and thus, engine damage, will be fairly reliable. Note that at this point, the ability still has 45 range, and so its fairly avoidable, but it would serve you well to not push your luck as even King Tigers will be given engine damage rather reliably.

    Veterancy 3: -1 second Aim Time, +15 Range

    This is the tier where the ability becomes seriously good.

    Damage: 320

    Penetration: 300

    Range: 60

    Cooldown: 40 seconds

    Aim Time: 4 seconds

    With a range of 60 (same as an SU-85, less than an ISU-152) and an aim time of 4 seconds, the KV-2 will reliably shoot down long range opposition that attempt to snipe it, and dives against it will be quite risky. The downside of the ability in this form is that it requires you to put KV-2 in positions where you wouldn't want it to be; the ability requires an open field to really thrive whereas the base siege mode of KV-2 is best used in an indirect fire mode since it has nothing to gain by not hiding behind shot blockers. So while the ability becomes seriously good at this stage, it forces you to make a choice between making it more vulnerable (and potentially losing your Vet 3 tank), and not using the ability at all, or at least more defensively. You also need to spot for the gun, and only SU-85 can really do follow up shots at maximum range, but the ability is very good and certainly fitting a Vet 3 tank that's otherwise not good at being a tank.

    I recall Smashing Shot to have been a very fun ability to use, and it was easier to counter than expected between AT gun swarms and the general weakness of KV-2 being a KV-2. However, it was great at providing some heavy duty AT support, and made late-game Axis armor less oppressive against Soviet Industry (Urban Defense didn't have KV-2 back then), which really suffered from a lack of T-34/85, IS-2 or off-map strikes and made it somewhat up par with those doctrines that did have those.

    Thoughts? Opinions? Feel free to discuss and give feedback below. As I said, this is a well-tested idea that I am fairly proud of having come up with, so I'm particularly interested in what you guys have to say.

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

    CoHrona Cup on 18/19 April. Amazing players, great games, and community fun - don't miss it!

    Posted: 12 Apr 2020 01:42 AM PDT

    Well, the UKF changes seem to have jigged it up a bit, what

    Posted: 12 Apr 2020 08:11 AM PDT

    That officer chap is rather spiffing, especially if you can get him to vet 2 and get an extra good man in for the fun and games.

    I'm still not sure about the usefulness of a bren or two though. Anyone know?

    The glider forward base is pretty good too. Liking this MG + AT gun production to get some ground held. I feel like this has really changed the way you make up your infantry, like commandos will become a staple.

    Anyone else playing them in 1v1?

    submitted by /u/SoForAllYourDarkGods
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    what the fuck is going on with matchmaking

    Posted: 12 Apr 2020 06:11 AM PDT

    so.. trying to play with a friend against AI and:

    1. we are pushed out from the starting a match page
    2. we cant connect and join each other and the game gets bugged
    3. starting the match is impossible, we wait but we are pushed back to start

    any tips?

    happy easter anyway

    submitted by /u/transformer19-ch
    [link] [comments]

    Fuck balance patches, what we really need is punishment for leaving/disconnecting early.

    Posted: 12 Apr 2020 12:17 PM PDT

    Having trouble as USF

    Posted: 12 Apr 2020 12:07 PM PDT

    I main USF but lately my squads have been getting slaughtered by germans. Even pioneers can win a 1v1 with my rifle squads. Its like my squads are shooting over their heads. This is all in the early game so im getting pushed back to my base very early in the game unless Axis plays extremely conservative. Did they get nerfed or is there a trick to get my men to actually kill the enemy?

    submitted by /u/CatwithanM16
    [link] [comments]

    UKF is too nerfed and difficult and play as

    Posted: 12 Apr 2020 11:23 AM PDT

    UKF tanks are inferior. The Churchill loses to a Panther 1v1 yet the Churchill is 19 population size while the Panther is 18??

    Tommies do well when in cover, yes, but lack of AT grenades and lack of light vehicles already puts pressure early game, while Volk incendiary grenades can neglect Tommy bonus's and force them out of cover, while Grenadier instant detonate grenades will eliminate an injured squad without any chance to avoid it. Also elite infantry like PanzerGrens and especially Obers are too difficult to kill. An Ober squad with LMG will shred multiple tommies unless they have 5man upgrade and Brens.

    Also why are assault Tommies 8 popcap, while Assault Grens are only 6, while the PAK43 is the same population size as a bofors

    Axis MGs and Mortars are already far superior to UKF counterparts. Volks can quickly lob a grenade into a vickers in a building before being suppressed, but MG42 will suppress multiple squads within seconds.

    Emplacements are also not as effective when they're too expensive in terms of population size (14pop for UKF AT emplacement, yet Axis counterpart is 10???) and they just get wasted by Panzerwerfers while UKF has no arty counterpart.

    And lastly, the Panzerfuast spam is unreal. A grenadier blob is difficult to fight back, especially when none of the UKF's vehicles has the suppression rate and will just get taken down by panzerfausts.

    I've been playing as OKW since it's easier. Idk how anyone can claim the UKF is broken with these nerfs.

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

    Brummbär go brrrrr

    Posted: 11 Apr 2020 11:54 PM PDT

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