Company of Heroes When skynet finally gets smart |
- When skynet finally gets smart
- People like this guy are the worst. First calling other people noobs and then starting to teamkill my base. Relic pls ban
- Ardennes assault is a complete trip.
- Ctrl 1 Ctrl 2 Ctrl 3 micro
- Not only do bots feel the need to destroy every single sandbag I place, make all my infantry move from cover, etc, but now this shit...
- Match in which I almost gave up at a mark of 8 - 193, but my friend kept pushing forward
- How do I get used to hotkeys?
- Best K/D I'll every have, as Soviets no less. Best part is we lost the match.
- Another Doctrine Suggestion: USF Resistance Company
- Help with chat log
- New Maps?
- How do you edit maps from the steam workshop?
- Are you guys interested in a more 'retro' faction design mod with polish and AI improvements?
- What if...
- Do you guys think we get a new Community Commander event this year ?
- Ok ambulance we need to talk ....
- Why does the Pershing always lose a duel vs a Panther without using HVAP?
- Best USF commander
- AVRE vs Sturmtiger
- Tiger vs Tiger Ace
- USF commander idea: Ranger company
- Fix Campaign ?
When skynet finally gets smart Posted: 11 Jun 2020 02:53 PM PDT
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Posted: 11 Jun 2020 06:34 AM PDT
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Ardennes assault is a complete trip. Posted: 11 Jun 2020 06:54 PM PDT So, as everyone here seems to mostly play PvP/comp-stomp, I thought I sare you what my experiences were after playing Ardennes assault (I'm not done yet, but I have most of the map taken)
I'm shitty at writing conclusions, so I'm gonna leave it here and ask you to leave you AA experiences here if you have any. (oh, I'm also playing on medium.) [link] [comments] | ||
Posted: 11 Jun 2020 08:48 PM PDT Ive just wondering if other players also bind their units in numbers in their keyboard? How do you number them? If not how do you organize your units then? For me 1 and 3 is infantry 2 for tanks 4 for AT 5 engineers 6 arty 7 8 9 0 extra units Or you guys just clicking units from the screen? It seems hard to do when in late game that there are so many units already in the field i played mostly on 1v1 or 4v4 [link] [comments] | ||
Posted: 11 Jun 2020 01:03 PM PDT
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Match in which I almost gave up at a mark of 8 - 193, but my friend kept pushing forward Posted: 11 Jun 2020 02:24 PM PDT
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Posted: 11 Jun 2020 10:50 PM PDT I've learned to use just clicking for most of my time played on this game, the only hotkey I ever used was the retreat one. I want to improve my micro which is okay, but I feel like I could improve it more by using hotkeys, but it feels so uncanny and weird to use them after playing so long with just clicking. [link] [comments] | ||
Best K/D I'll every have, as Soviets no less. Best part is we lost the match. Posted: 11 Jun 2020 07:15 AM PDT
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Another Doctrine Suggestion: USF Resistance Company Posted: 11 Jun 2020 03:02 AM PDT
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Posted: 11 Jun 2020 08:11 PM PDT I was in game and I did something and the chat log was open in the top left and I have no idea how to get rid of it. Please help [link] [comments] | ||
Posted: 11 Jun 2020 07:20 PM PDT Any idea when new maps will be placed in the general map pool for ranked games? [link] [comments] | ||
How do you edit maps from the steam workshop? Posted: 11 Jun 2020 04:42 PM PDT My friends and I have been playing some private games on community maps, but we want to make a few tweaks to them ourselves. I tried importing maps in the map editor but I couldn't figure out how to open the ones I'd downloaded. Any help is appreciated. [link] [comments] | ||
Are you guys interested in a more 'retro' faction design mod with polish and AI improvements? Posted: 11 Jun 2020 04:45 AM PDT I've never advertised a CoH2 mod here before and I only got back into playing the game a couple of months back, but I've recently been fixing and updating my old CoH2 balance mod, which I present to you all here: https://steamcommunity.com/sharedfiles/filedetails/?id=2057451448 I warn you now that this won't be to everyone's tastes; it does feel different and I dare say it's less 'competitive' in a sense. I've been playing it with a small group of friends for a while now, testing different balance concepts and ironing out any remaining issues we encounter. Recent updates have also included various AI improvements, so more abilities (both unit and commander) are used. The AI should use most things now, so expect to get bombarded with grenades and artillery on higher difficulty levels. Documentation for the faction tiers and commander loadouts is provided in the Discussions tab of the Steam page -- many of you will know that modding CoH2 is quite limited, and so modifying actual commander loadouts is prohibited, as is modifying which changes appear in the commander inventory (because a mod's changes are not applied until the match begins), so this is the best I can do given the constraints of the mod tools. The basic idea is to go back to the original CoH2 faction designs (before the .org boys started messing around) -- albeit with a twist. The British - the newest faction - are slightly different in that they haven't been around as long and didn't get any fundamental redesigns in the same way as the other four, but they have had a lot of balance work done. I'm not a fan of multiple upgrades on infantry and prefer to move things to other units, so the British now have additional types of Infantry Section dispersed among their commanders, along with the unique Reconnaissance Section as their starting unit. This unit is both powerful and valuable as normally it cannot be replaced. The Soviets are back to their old two-tier teching system, although obviously you can still side-tech if you want. Their Strelki (Conscripts) cost slightly more at 270 MP but have SVTs instead of Mosins; Penal troops are now cheap (210 MP) expendable troops armed with Mosins and satchels, designed to plug gaps in your lines (they can Merge) or be used as suicidal assault troops. They also have the old 2x flamethrower upgrade back. Likewise, the OkW are designed around setting up one of the first two trucks (both of which provide balanced unit rosters) and then going for the third truck to unlock heavy tanks. The OkW essentially uses its original alpha faction design and so may feel very different to those of you who have only played them in recent years. They have reduced resource income and cannot build caches but have powerful units and access to heavy tanks earlier than other factions. The US, likewise, are based on a slightly tweaked form of their original faction design; they do not have mortars by default, but can get them at 1 CP from the Infantry Company commander. The Ostheer use a modified form of Osttruppen as their basic infantry, which are designed to be supported by MG 42s and mortars. They are not like vanilla Osttruppen in that they have a fairly standard weapon profile and do not get any cover bonuses, but they're cheap (200 MP, 5 pop) and can be used to good effect. Grenadiers are now doctrinal, forming the core of the Jaeger Infantry and German Infantry Doctrine commanders. They are very similar to vanilla Grenadiers but can be upgraded with a Panzerschreck or LMG 42 and fire AT rifle grenades instead of Panzerfausts. A few commanders are the same as vanilla CoH2 but most have either been tweaked/reblanaced or in some cases completely redesigned. The idea is to focus on a core thematic concept for each commander and reduce ability overlap where possible. Several new units and various new abilities have been added, and all of these updated (where possible) for the AI to use. A few units have also been reworked, such as the Valentine, Sexton, Puma and Osttruppen. The Tiger Ace has been removed, although the OkW's (reworked) Command Tiger now uses its skin and icon If you have any questions please feel free to leave them here or in the Feedback section of the mod's Steam page. I hope some of you will take the time to try the mod and let me know what you think - I know it will feel different and it won't be to everyone's tastes, but at the very least I hope you appreciate some of the work put in and enjoy trying something different from vanilla, which for various reasons I won't go into here I now find unplayable. Thanks! [link] [comments] | ||
Posted: 11 Jun 2020 10:02 AM PDT Tiger ace is made of stolen Stalinium , so IS is weak ( no stalinium ) because if that. [link] [comments] | ||
Do you guys think we get a new Community Commander event this year ? Posted: 11 Jun 2020 08:22 AM PDT | ||
Ok ambulance we need to talk .... Posted: 11 Jun 2020 02:19 PM PDT
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Why does the Pershing always lose a duel vs a Panther without using HVAP? Posted: 11 Jun 2020 08:10 AM PDT Doesn't make sense, I don't see a Tiger losing a head-on to a Comet. I know the Pershing is the heavy tank (not heavy TD) with the most penetration, the fastest and one of the best against infantry, but really? It loses against one medium tank? [link] [comments] | ||
Posted: 10 Jun 2020 10:44 PM PDT So i just started playing usf a while ago and i love them. Im planning to buy some commander with the supply points i got. Which commander do you think i should go with and if possible, how do you play them effectively. Note that i usually play 2v2 and 3v3. Thanks [link] [comments] | ||
Posted: 11 Jun 2020 09:59 AM PDT Hi all! I was wondering what do you all consider being better? The Sturm or avre? In thinking avre because you don't need to baby sit it's reload and it shoots it's round faster? Plus what are the chances of the crew abandoning the Sturm while reload? At 0 vet a Jackson penned my full health Sturm and it survived, but then a su85 penned my vet 5 Sturm while reloading at full health and it got abandoned? [link] [comments] | ||
Posted: 11 Jun 2020 09:33 AM PDT What´s the difference. Does the Tiger Ace have more hp and better stats etc etc? [link] [comments] | ||
USF commander idea: Ranger company Posted: 11 Jun 2020 07:27 AM PDT Yes, I know it's sound like Fox company from Ardenne Offensive. I will try to fit them to multiplayer. 0 CP: Ranger squad 0 CP: (Passive) Halt! 1 CP: M8 Greyhound Armor car The M8 Greyhound is a fast armoured car that can tackle light vehicles its 37mm main gun. Its canister shot can decimate grouped infantry. 2CP: Company Requisition 100Munitions: Command releases additional support, providing additional manpower. Grants 800 Manpower. 4 CP: Time on Target Artillery Barrage [link] [comments] | ||
Posted: 11 Jun 2020 03:29 AM PDT Will you guys ever fix campaign for COH2 ? Like The Tiger mission is impossible to play , the tank can't be fixed from critical damage. Also mortars/aa guns/ machineguns have critical engine wtf? [link] [comments] |
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