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    Tuesday, June 2, 2020

    Company of Heroes Using the powers of magic and photoshop, I made a KV-85

    Company of Heroes Using the powers of magic and photoshop, I made a KV-85


    Using the powers of magic and photoshop, I made a KV-85

    Posted: 02 Jun 2020 07:11 PM PDT

    Anyone play with this guy before? Reported so fingers crossed for a ban

    Posted: 02 Jun 2020 03:22 PM PDT

    https://imgur.com/a/ZCjVYXH

    Guy was making comments about the blacks and race riots before he attacked my base. I followed relic's instructions and reported with video and screenshot evidence.

    submitted by /u/easineggs
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    Veterancy Standardization Mod Survey Result and Explanation

    Posted: 02 Jun 2020 03:57 AM PDT

    Veterancy Standardization Mod Survey Result and Explanation

    Hello everyone, thanks for your participation in the survey and those who gave me feedback, elaborated their reasoning. After quite a lot of consideration, I find that the percentage description ver. 2 the most suitable choice for our mod.

    While the result showed that the Descriptive Style has more vote, the margin is 15 to 17. The vote is not overwhelmingly leaning toward either direction (it was equal across the first 35, 36 votes).

    https://preview.redd.it/p8fe6tjf8h251.png?width=690&format=png&auto=webp&s=809f272391c4dec932f00741586f3405d06dd482

    The reason why I pick the Percentage style Ver. 2 is because of its clear and concise presentation. While it can be more confusing than the descriptive style at first, players will also have a chance to learn the game term and ask veteran players or visit tutorials with a specific term in mind. The short phrase will make it easier for the eyes as well.

    Underneath is the example I created using the whole 3 vets of USF's Assault Engineer, I hope it's a good representation of what we will see from other units as well.

    Assault Engineer's New Veterancy Bonus Description

    If you guys have a strong argument, discussion to support the Descriptive style or decimal style, please let me know, I may change my mind if there's a clear advantage to use them. The pictures below are just an example of each style so those who didn't see the poll can get the idea.

    Riflemen's Vet 2 Bonus Descriptive Style

    Riflemen's Vet 3 Bonus Decimal Style

    Once again, thank you very much for your help! I look forward to completing this project so we can all enjoy a more informative game tooltip.

    submitted by /u/VictorStewartCA
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    Armor Company Rework Ideas

    Posted: 02 Jun 2020 10:40 AM PDT

    Hi guys.

    So, Armor Company. It's a decent doctrine, certainly not meta or anything, but it offers an interesting playstyle. M10 is a quite cost effective tank destroyer, and the 105mm Dozer Sherman is *almost* good. It has a slower firing but more powerful gun than the meta-beloved Dozer Sherman, in turn it is locked to its HE mode, its shells are slower, and it requires a minimum of 6 CP to be called in.

    105mm Sherman is not bad by any means, but it is vastly inferior to the other dozer sherman, which I feel is a problem that needs to be addressed. A comparable unit in the game would be Brümmbar. Brümmbar recently got a massive buff, and before that, it was still better with its better armor, better penetration, more accuracy, and slightly more HP that makes a difference against AT weapons that don't deal 160 damage (many of them do but many don't so I thought it was worth noting).

    So I think 105mm Sherman needs to have something to set it apart from the Dozer Sherman. I'd like to suggest a rework of it; as any buff would just make it compete in the same tier with 75mm Dozer Sherman, and unless it was much stronger; too strong to be fair compared to Brümmbar, which is already a good unit, it's not going to be a better option than the 75mm dozer in any case.

    I suggest giving it +240 HP, and increasing its fuel cost by 20 Fuel, and its MP cost by 90, pricing it at 470 MP/165 fuel. At 960 HP, with 215 armor, it's still going to be about as durable as Brümmbar, with a weaker gun, but it has better mobility, the dozer, a turret, and smoke. This would make it a pretty nice psuedo-heavy tank that I feel would see quite a bit of use. It would give the USF some late game oomph. It would be more expensive than a Brümmbar with much less armor, but it would certainly be a comparable unit.

    My next concern is the Elite Vehicle Crews upgrade. It used to be a x4 Thompson upgrade for vehicle crews that made them quite powerful offensively, but due to the poor defensive stats and high reinforce cost of crews, you never really wanted to use them anyway. One could argue its to use in a pinch, but it rarely if ever makes sense to abandon whatever vehicle you are in to try and defend it with Thompsons; if the crew somehow can't get back in you'll end up gifting your enemy a vehicle.

    My solution is to replace this ability altogether with a doctrinal Thompson Weapon Rack. These Thompsons would be the same one that Rangers/Cav Rifles/Paratroopers get, and at 40 munition per gun, they would be the most expensive Thompsons available in the game. Their advantage over BARs would be that you wouldn't have to unlock the weapon rack, they never drop, are cheaper, and you would be able to outfit your squads with medium-close range weapons, perfect for playing combined arms games alongside vehicles.

    What do you think?

    submitted by /u/ecmrush
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    Make Heavy Cav's smoke great again

    Posted: 02 Jun 2020 08:02 PM PDT

    Stuka smoke drop - 40 munitions, gives you vision and you can do it anywhere on the map without needing LOS.

    Heavy Cav off-map smoke - 60 munitions, does not give you vision and you need to have LOS to call it in.

    submitted by /u/St0neyTec
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    Proposing Changes to the following tanks: KV-1 and Command Panzer 4.

    Posted: 02 Jun 2020 05:57 PM PDT

    Neither of the 2 tanks are used that often no matter which game mode you play in. It's not because they're bad vehicles, but they get overshadowed by better vehicles do their job better. Here's my take on them:

    KV-1: Increase health to KV-8 levels. The current kv1 has 800 health and 270 armour, whereas the kv8 has 960 health and 260 armour. Also possible upgrade for more armour and health for 40mp and 20 fuel to complement the 'sword and shield' strategy of absorbing hits to prevent damage to softer targets like su85s.

    Command Panzer 4: Increase damage to 160 just like any other tank (including the sherman HE rounds, but decrease its penetration by 20 - being on about on par with the centaur AA. Furthermore, instead of the command panzer ability being passive (giving defensive bonuses by 10%), the changes to it that I'd propose is that it becomes an active ability (giving defensive bonuses by 25%) for a short period of time for 20 munitions. Lastly, the CP requirement would be reduced to 6-7 but keep its requirement of support armour korps or heavy panzer korps.

    C&C welcome as always.

    submitted by /u/YandereTeemo
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    Do intel bulletins apply to all weapons?

    Posted: 02 Jun 2020 05:40 AM PDT

    Hello!

    I was wondering if intel bulletins like those of the grenadiers where they lower their rifle cooldown by 5% apply to other weapons for that same squad.

    If, for example, I had said 5% lower rifle cooldown bulletin and equipped my squad with G43 rifles, would the buff still apply to the rifles?

    submitted by /u/Shaun_Brender
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    Tiger not able to get panzer commander?

    Posted: 02 Jun 2020 08:16 AM PDT

    Need help on OKW doctrines

    Posted: 02 Jun 2020 12:27 PM PDT

    I have been thinking about it, should I get elite armored doctrine or overwatch doctrine? I do not have a good source for finding the exact cost of a sturmtiger, so I do not know what to get. Also, does the sector assault bomb with stukas or machine gun? Thanks

    submitted by /u/waffelfestung
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    COH2 Keybinds got rebinded?

    Posted: 02 Jun 2020 06:19 AM PDT

    I got back to Company of Heroes 2 after a month, all of a sudden key binds got rebinded, I checked the internet and I swear my camera key binds were WASD and was Shift was to boost camera movement speed. Now camera movement is on the middle mouse. How can I fix this back?

    submitted by /u/JMDcpn
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