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    Thursday, June 11, 2020

    Company of Heroes When skynet finally gets smart

    Company of Heroes When skynet finally gets smart


    When skynet finally gets smart

    Posted: 11 Jun 2020 02:53 PM PDT

    People like this guy are the worst. First calling other people noobs and then starting to teamkill my base. Relic pls ban

    Posted: 11 Jun 2020 06:34 AM PDT

    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)

    • First things first: the bugs: Hoooooooly shit, is this mode buggy as hell. I know that the balance is pretty much release USF/OKW, but beyond that, there are so many bugs, some of which are cripling to their companies, like pathfinders being impossible to deploy. Another "fun" bug is sometimes not getting the officer related to their tech level, and no thanks, I don't want to pay for a major twice.
    • The balance of the USF base roster: They are basically the USF we know and love today, except rifles seem to keel over very fast, which combined with you losing company strenght from lost models, and not squads means you want to rush stuarts ASAP, as those are the only things that can take chip damage without bleeding company strength. Also, for some ungodly reason, you don't get Jacksons in your base roster, and can only get them from a random event, and only for one company, which leaves you with no non-infantry based AT options, except for Baker company's m10s (and if you only have Baker nearby where it spawns, you can get fucked as both of you TD options get stuck on the same commander)
    • The release balance effecting gameplay a lot: playing this game, I learned quite a few things about the state of these armies (mostly OKW) which made me have some double takes. I learned that kübels used to be death-dealing supression platforms with no deployment time. Also, I kept bumping into Volks with Shrecks, which I knew they had, but it still felt strange. Fallschirmjagers came with a full squad of free Fg42s, and they were as pants shittingly scary as that sounds. With that said, a strange thing I found, was that the OKW rarely had racketenwerfers, and instead most of the starting units on the map came with the PaK 40 as their standard AT gun (I have no clue if they wanted a stronger AT platform, or one that wouldn't get out o' dodge so easily) Also, the enemy often felt very schizophrenic when it came to their armoured forces, sometimes not having anything or only fielding up to pumas, and at other times busting out the Tiger II and Panzer IV/70 all willy-nilly, rarely having medium tanks as a defining part of their forces. (tho some maps supposedly would put medium armour out at enemy strangth 3+)
    • The aspect of the separate companies: I found the whole "each army has its own playstyle" a good idea, and even tho I haven't used Fox company rangers yet, from what I've heard they are the pay-to-win main heroes of a Hollywood blockbuster moovie. On the other hand, the rest of the commanders I'd like to go into:
      Dog: They are the most reliant on the USF base roster, and supposedly gain faster company EXP, which I'm pretty sure doesn't work. Their unique call-in unit are the extra doodoo assault engies, and their bazooka rack unlock ability is bugged, and doesn't work (none of the grenade/rack unlock abilities work, so I won't mention it anymore) Not only that, but their arty is excellent, and dominates in missions where you have a decent munitions suply. Also, Derby is by far my favourite captain so far.
      Baker: These guys feel weird, combined arms is incredibly strong upgraded, but I haven't been using it, as I'm not even certain it works, and unless it's a mission where the game randomly decides to chuck a Tiger II at you, if you have vehicles out, you generally control the match already. Most of their unique stuff like the halftrack with cav rifles and "tank battlegroup two: american bogaloo would be fun options, if they didn't come so late with CP, that by the time I get the tank call in, I will have already teched past Major, or even gotten an M10 out based on fuel ecnonomy. Also, they have a passive, which makes them take less company strength losses, but I don't know if it works (see the pattern) Also, let it be known that Edwards in irritating.
      Abel: The para-party would be the most fun company, with them getting their BnB unit, the paratrooper squad at 0 CP, if it wasn'T for the fact, that their second key unit, the pathfinder is bugged, and cannot be made period. This prohibits the paras from dropping behind enemy lines, as most maps seem to be intentionally designed in a way where they're JUST tight enough, that their default spawn area just doesn't fit, making the lack of beacons, from the supposedly infiltrator-style spawning pathfinders an even bigger blow. At their current state, paras basically act like great value rangers, which are still pretty good.
    • The map/ missions: The map is a good idea, and so is company strength ( even tho I've been hoarding requisition, as I've been told that I need to hold onto them to be able to get the company skins at the end.)The missions themselves, are a mixed bag, as there is no path of progression, and the difficulty of battles differ wildly, to the point where enemy strength (which was a good idea with bad execution) seemed inconsequential. The inability to restart is a pain in the neck, as most missions and extra objectives require knowledge you wouldn't readily have available to you. Also, I had many missions where I couldn't get gold, as the extra objective didn't even trigger on them.

    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.)

    submitted by /u/_Jawwer_
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    Ctrl 1 Ctrl 2 Ctrl 3 micro

    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

    submitted by /u/Iceicebabyy312
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    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...

    Posted: 11 Jun 2020 01:03 PM PDT

    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

    How do I get used to hotkeys?

    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.

    submitted by /u/St0neyTec
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    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

    Another Doctrine Suggestion: USF Resistance Company

    Posted: 11 Jun 2020 03:02 AM PDT

    Another Doctrine Suggestion: USF Resistance Company

    A commander like urban assault company, they focus on urban areas, and is mostly based on main forces of the US army combined with French Resistance. Some abilities are recycled off previous posts I made earlier. This is probably just for the lols - not really a serious suggestion.

    0 CP: M10 RBFM can be built in t4 for 340 mp and 100 fuel. It's an M10 Wolverine with camo (like JP4) and and the flanking ability for normal m10s now give it bonus range.

    0 CP: Deploy Resistance Auxillaries - 200mp. Similar strength to osttruppen in overall damage and survivability as a squad, but they're 4 men instead. Armed with Lee-Enfield Rifles and deal bonus dps behind cover. Can upgrade to a 5th man and with grease guns, though they lose their cover bonus. Same models used as partisans.

    2 CP: Airdrop 50. Cal - same as Airborne.

    5 CP: Resistance Sentry - 80 munitions. Select an ambient building with this ability, and it temporarily puts a resistance squad in a building and they are equipped with an mg42 lmg. They cannot leave the building and the squad vanishes after a 30 seconds.

    7 CP: Cluster Munitions - same as Recon Support Company.

    C&C welcome

    The M10 RBFM

    submitted by /u/YandereTeemo
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    Help with chat log

    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

    submitted by /u/jimbo26875
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    New Maps?

    Posted: 11 Jun 2020 07:20 PM PDT

    Any idea when new maps will be placed in the general map pool for ranked games?

    submitted by /u/Questions3000
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    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.

    submitted by /u/kiwithebun
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    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!

    submitted by /u/AAHale88
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    What if...

    Posted: 11 Jun 2020 10:02 AM PDT

    Tiger ace is made of stolen Stalinium , so IS is weak ( no stalinium ) because if that.

    submitted by /u/piuro2
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    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

    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?

    submitted by /u/St0neyTec
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    Best USF commander

    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

    submitted by /u/Scodust
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    AVRE vs Sturmtiger

    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?

    submitted by /u/samir500l
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    Tiger vs Tiger Ace

    Posted: 11 Jun 2020 09:33 AM PDT

    What´s the difference.

    Does the Tiger Ace have more hp and better stats etc etc?

    submitted by /u/DerKuhlmann
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    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.
    Rangers are the best of among the US forces. This commander utilizes elite rangers and supports them by heavy artillery.

    0 CP: Ranger squad
    Veteran and well-trained Rangers are close-ranged infantry who can fight everything from infantry to light vehicles when properly equipped. They are the badasses of the US Army. Ranger squad comes equipped with 5 carbine rifles and Can upgrade to 4x Thompson SMGs for 90 munitions.

    0 CP: (Passive) Halt!
    All officer squads can halt retreating soldier nearby for 10 ammo

    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
    Calls down a co-ordinated artillery barrage on the target location. The shells land in quick succession.

    submitted by /u/ChoiceTheorem
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    Fix Campaign ?

    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?

    submitted by /u/TheArmyWolf
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