Company of Heroes CoH Theory: there are small efficiencies to be found in north spawn camera rotation and making west vs. east maps. |
- CoH Theory: there are small efficiencies to be found in north spawn camera rotation and making west vs. east maps.
- Soviet Improvised Breakout Tactics
- Exploit Update - May 22nd 2020
- King Tiger
- Tiger ace theater of war mission
- Exploit/Hacks "Fixed in patch today" Can someone explain?
- Anyone need a partner or teammate?
- My experience after a 4 year hiatus
- Why are AssGrens, Fusiliers, and other Axis Elite Infantry 0 CP?
- A proper trench system, tell ne what you think!
- whats good about the Guards motor coordination tactics?
- Utter Craziness: An (Almost) Immortal Field Gun
- Please ban this toxic team killer - Name in yellow
- Vickers OP pls Nerf
- Sturmtiger bug
- Totally Normal Match
Posted: 22 May 2020 05:14 AM PDT
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Soviet Improvised Breakout Tactics Posted: 22 May 2020 03:04 PM PDT Waste not, want not! This doctrine alludes to the disasterous initial stages of Operation Barbarossa, where the defenders caught in sometimes country-sized pockets had to fight under challenging conditions cut off from their supply lines. Remember the lessons learned for a doctrine that wastes nothing! 2 CP: Improvised Field Defenses Engineers and Conscripts can build Tank Traps. Conscripts can deploy Machine Gun Nests. 3 CP: Airdropped AT Gun Cargo sorties are dispatched to ensure our units have access to anti-tank support wherever they are! 5 CP: Conscript Repair Kit Conscripts can repair! Yay! 7 CP: Field Recovery Kit Engineers can be upgraded with the Field Recovery Kit for 100 munitions, which doubles their repair rate and gives them the Recover Vehicle ability. Field Recovery Kits allow the engineers to repair wrecks at half speed with a minutely MP cost of 30 MP, and once the repair is complete, the wreck will be restored as an abandoned vehicle at 20% HP with destroyed tracks and main gun. 12 CP: IL-2 Bombing Run Air support is the key to breakout operations, and IL-2 bombing run is an excellent tool for it. [link] [comments] | ||
Exploit Update - May 22nd 2020 Posted: 22 May 2020 10:11 AM PDT | ||
Posted: 22 May 2020 09:10 PM PDT I feel like given that OKW always has access to this vehicle, their should be a limit of ONE per game. Other factions have to select a commander in order to access a heavy tank, example if you want an IS-2 you'll lose access to things like an ISU-152 or ML-20 or with Wehr if you go Tiger you won't be able to call in an Elefant or US pershing or Brit crocodile etc., and be bound to that commander selection. Not so with OKW. I just find it strange, or even imbalanced, that one faction can just continually call in Heavy tanks whilst having a full commander roster available while other factions have to decide if they're going for a heavy and make their strategy around that while OKW having a king tiger available is just a bonus that's available if you so wish. So my thought is you get ONE per game, almost like CoH1 where if its gone it's gone and you have to play it smart not just call it on the field and if you somehow lose it you can just call in one after the other. [link] [comments] | ||
Tiger ace theater of war mission Posted: 22 May 2020 08:41 AM PDT Anyone actually got through the amount of bullshit this mission threw at you, if so do you have any tips cause I'm trying to complete it to get the achievements [link] [comments] | ||
Exploit/Hacks "Fixed in patch today" Can someone explain? Posted: 22 May 2020 05:54 PM PDT Something felt...wrong... in the past 3 months. A lot of players I spoke with on forums also agreed. It just felt that for the past few months ALOT of EU players I came across in auto matches just crushed games and always ended the game " EZ " . We don't consider ourselves great players, but the losses in the games we played simply made no sense. Glad to see the COH dev's help out. Thanks guys! [link] [comments] | ||
Anyone need a partner or teammate? Posted: 22 May 2020 11:23 AM PDT I'm level 6 (yuck) in most armies but I need a team to coordinate with; I figured the reddit was a good place to look. [link] [comments] | ||
My experience after a 4 year hiatus Posted: 22 May 2020 04:53 PM PDT Let me preface this by saying I've been in the CoH2 beta (closed beta perhaps? Can't recall) and I've seen every change this game has suffered since then up until late 2016. For those 3 years I played almost nonstop, conjuring up hundreds of hours in this game. I came back a few weeks ago and was shocked by the deep changes. It's like coming back home after years of absency and finding out your house was refurbished and repainted and you don't recognize it anymore. It doesn't feel like -home-. The UNIQUENESS of armies is GONE. Infantry spawning by the buildings, soviet snipers are not in a team anymore, every tank is penetrated SO EASILY that tank pushes are rare, shells bouncing off armor is rare as well, Ostheer is extremely outdated (even though it does well so far in my experience), OKW is a COMPLETE MESS compared to what I remember (units are all over the place, quite a few are redundant as the updates have overlapped their roles), firefights are over in mere seconds (did they reduce armor, received accuracy or increased the potency of handheld weapons?), light vehicles are UNUSABLE as the game is filled with AT options and you are punished extremely hard if you lose them, and after some minutes you might as well make them sit in the back if they survive at all! Planted explosives are visible now, unit abilities take a crapton of time to fire off meaning it is easy to dodge now, squads are wiped with extreme reliability through grenades and artillery, things like off-map artillery and air bombing runs are extremely, stupidly expensive now, meaning if you manage to miss you are FUCKED and thus PUNISHED HEAVILY. Again, OKW base-vehicles (whatever they are called) are too easy to punish now, and all tech related to them are locked behind upgrades which are very, very, very expensive. Shock troops SHRED THROUGH ANYTHING THAT BREATHES. Phew. What else? That was just off the top of my head. There are many more things that drove me up the wall and made the game, ultimately, less fun for me. Am I alone in this feeling? Am I wrong? Maybe it's just me being an old player that hasn't lived through the updates and it's just me feeling shocked but the game isn't what it used to be. The mechanics and fundamentals have all been removed or watered down (remember mud, deep snow, freezing weather and blizzards? I LOVED THEM). I felt immersed in this game which is one of its strongest aspects IMO. I really felt as if I was some company commander, calling in airstrikes, artillery barrages and blitzkrieging through the countryfields, all thanks to the superb voice acting, music, sound effects, graphics and excellent announcers (I LOVE THE Ostheer one. He's the general from the last scene of Band of Brothers!) However, all this is slowly eroding away and feeling too arcadey. Granted, it's an arcade game not meant to be realistic in any way but you felt immersed. Every faction feels 'samey', as if the game as a whole is catering to E-sports in the name of (and coffin of any game IMO) 'balance'. Balance can be achieved through assymetry but this is not what I have been witnessing. Please, tell me it's just me in shock and not what this game has become. [link] [comments] | ||
Why are AssGrens, Fusiliers, and other Axis Elite Infantry 0 CP? Posted: 22 May 2020 04:15 PM PDT Guards, Shocks, Rangers, Commandos, they're 2-3 CPs. But AssGrens, Panzerfusilers, they're 0 CP. And they give the Axis player an unfair opening advantage. AssGrens will swarm and melt Allied MGs and infantry. Panzerfusiliers also grind down Allied infantry like a knife through butter. [link] [comments] | ||
A proper trench system, tell ne what you think! Posted: 22 May 2020 12:47 AM PDT I've for a long, long time wanted a proper trench system in the game, in a way that engineers and pioneers could construct bunkers, pillboxes, build proper reinforced trenches etc, while infantry could dig a glorified ditch to protect themselfs Trenches themselfs would not act as buildings like they do now, but as places with directional green cover like the trenches in maps work now, green cover from front and back and no cover from the sides, unless the trench turns to cover the flank. Also building them would work like building sandbags, with dragging so you can make some really cool fortifications if given the time. Ofc reinforcing takes time, wich emphases planning, you do not know how the battle will play out, so is it a good idea to waste a minute of game time to properly fortify this area, in case you are pushed this far, or are ditches dug in a hurry have to suffice? Also, trenches could be upgraded with machine guns 1 per trench, ready to be manned by your men, and with living quarters underground which protect you from artillery...unless they collapse, or enemy get's close and grenades start rolling down the stairs. Trenches and bunkers and other fortifications could be connected giving your men the ability to move between a bunker A and the trench X without ever leaving cover. Unless cover gets blown to bits. Also, it would highlight the even nastier part of trench warfare, the clearing part. Right now trench clearing is to throw a grenade, a flaming one if possible and go close with automatic weapons. While in this system, trenches need to be concuered like points, submachine guns rule since they are small and automatic, while automatic rifles are clumsy and hard to use in close quarters. So, you cleared one segment of the trench? Well enemy is just behind that corner so throw a grenade and have at it again! Every trench would start as green cover, but shell it enough and it will degrade into yellow cover instead. Both possibly forcing the enemy to leave the position, but also giving you a better change of clearing the trench from outside without stepping into the meat grinder. Also, trenches are a danger to tanks, they might get stuck forcing infantry to stop and give them a hand, or a lone soldier could fire a panzerfaust from under the tank or from the flank as it's crossing a trench, forcing the attacking player be weary of trenches and possibly finding another way or bombing the everliving shit out of the place and making a mad dash, hoping for the best. Anyways, tell me what you think about this system, and feel free to suggest any edits or other thoughts regarding on trenches, their function with infantry or armor and fortifications in general [link] [comments] | ||
whats good about the Guards motor coordination tactics? Posted: 22 May 2020 02:45 PM PDT the tank is alright i guess but the ptrs anti tank rifle squad, why would i get that when i could get a penal squad which is better? [link] [comments] | ||
Utter Craziness: An (Almost) Immortal Field Gun Posted: 22 May 2020 08:53 AM PDT I've played many hundreds of COH games and seen a lot of crazy stuff, but this would have to be the craziest (and, as far as I can tell, no bugs/glitches were involved, just the all-powerful RNG). This happened in a 3v3 game against expert AI's (no mods), where an in-base enemy ZiS-3 field gun managed to withstand a focused assault from my two Panzer IV's and Jagdtiger, which are later joined by two infantry support guns and an 82mm mortar, which are later joined by an allied ZiS-3, all focusing their fire with nonstop barrages, artillery, and/or HE shells directly onto the field gun for almost 3 1/2 minutes before it finally succumbs due to lost personnel (while still maintaining a tiny sliver of vehicle HP) after at least 54 soldier deaths sustained. The video: [link] [comments] | ||
Please ban this toxic team killer - Name in yellow Posted: 22 May 2020 03:48 AM PDT
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Posted: 22 May 2020 03:23 AM PDT
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Posted: 22 May 2020 07:10 AM PDT Has one of you encountered a weird bug where the Sturmtiger gets one shot by mortars/arty? I experienced this several times the recent days and was wondering how this could happen to a full hp tank?! [link] [comments] | ||
Posted: 22 May 2020 03:12 AM PDT
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