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    Saturday, January 16, 2021

    Company of Heroes Oh nothing... just two Bergetigers repairing each other

    Company of Heroes Oh nothing... just two Bergetigers repairing each other


    Oh nothing... just two Bergetigers repairing each other

    Posted: 16 Jan 2021 06:39 AM PST

    Auto Cock block

    Posted: 16 Jan 2021 08:05 AM PST

    Can someone help me pick a new commander?

    Posted: 16 Jan 2021 08:24 PM PST

    I'm nearing my next 15000 supply and I'm hoping to pick up a new commander but I'm not sure which to pick, this is all for 2v2. I mainly play British but I play a bit of everyone, so Brits are my priority if either of my picks are good but if they're not I'd get plenty of use out of the other picks too. Any advice on any of these picks would be welcome.

    Special Weapons Regiment

    1. Tank Hunter infantry section
    2. supply half track
    3. Hold the Line
    4. Concentrated Artillery Operation
    5. Churchill Crocodile

    Mainly interested in this because of the supply half track that can drop Vickers K LMGs, IDK how much of a difference they'd make though so not sure.

    Vanguard Operations Regiment

    1. Raid Operation
    2. Forward Logistics Glider
    3. Vehicle Crew Repairs
    4. Strafing Support
    5. Churchill Crocodile

    The glider is tempting but nothing super special compared to just getting commandos from the other two commanders that have them, the Typhoon support is what's really getting me excited here but I don't know if they're just a one time pass or if they'll loiter and hit targets of opportunity for a while.

    Other than that the other two I'm thinking about getting are for Wher and Soviets

    Elite Troops Regiment

    1. Stun Grendaes
    2. Jaeger Infantry Kit
    3. Stormtroopers
    4. Panzer Smoke pots
    5. Tiger Ace

    I find Stormtroopers to be a great counter to MGs, AT guns, and mortars, and I find Tiger tanks to be a welcome addition to my late game arsenal. Having them both in one pick would be amazing. Jaegar infantry I've had mixed results with but I wouldn't sneer at it. I consider this my safe pick if all else fails.

    Counter Attack Tactics

    1. B4 Heavy Artillery
    2. KV1 Heavy Tank
    3. Recon flight
    4. Infantry boost
    5. Shocktroops

    Normally I had written off the KV1, the big problem I've had with Soviet armor has tended to be their under powered guns and the KV1 shares a gun with the stock T34 but I was on the receiving end of one a few weeks ago and ever since I've seen them a bit in a different light. The B4 also is interesting but I've been unimpressed with the horrendous accuracy of Soviet static artillery, especially in comparison to LeFH guns.

    submitted by /u/RoadTheExile
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    Swap the Penals with the NKVD Commissar

    Posted: 16 Jan 2021 06:55 PM PST

    Yea.

    Changes for the NKVD commissar:
    - can now be built in T1 for 320 MP (or more, whatever, price can be adjusted)
    - grenade is now locked. Gets unlocked either, by reaching vet1 OR being included in the granade package tech upgrade (the one for snares and molotovs)
    - healing aura changed to self healing (like the one volks/guard paras have), gained by reaching vet3

    Changes for the Penal squad
    - moved to the NKVD commander as a call-in unit for 290 MP (if they would keep their current design), locked behind 1 CP

    I belive that the idea of penals being an alternative mainline unit for the SOV is garbage. This way, the T1 will still offer a unit, that has better AI preformance then cons, but has much better scaling (utility and abilites) AND actuly offers an interesting synergy with Cons. Thus T1 has this "COMBO UNITS THEME", with the: Clown car + flame engies, Commissar + (mainly) Cons, and Sniper + ...uhhh ...yea.

    Penals, on the other hand, are now FREE to become proper specialist call-in unit, so they can be nerfed/buffed/toyed with as needed to suite WHATEVER role they would fufill.

    What ya think? Good? Bad? Needs more changes? Feel free to NOT SAY say!

    submitted by /u/MartinTheWeeaboo
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    SturmTiger murders KV1

    Posted: 16 Jan 2021 05:57 PM PST

    ML4: Scorched Earth - Day One: Baoliang vs. Aimstrong - good series!

    Posted: 16 Jan 2021 12:16 PM PST

    DLCs required for multiplayer ?

    Posted: 16 Jan 2021 03:57 PM PST

    Thinking of buying this game primarily for playing the multiplayer. What DLCs do i need to buy to have all units available to me and not be at a handicap ?

    submitted by /u/Revanspetcat
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    Question about buying the platinum Edition

    Posted: 16 Jan 2021 09:13 AM PST

    Hello guys just a quick question.

    My friend got the basic Coh2 edition. Can he buy a key for the platinum edition? So he activates it on steam and gets the western front armies etc.?

    submitted by /u/Gebirgsquelle
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    Panthers, how to use them? [2v2+)

    Posted: 16 Jan 2021 04:33 AM PST

    I've found I don't use panthers at all anymore, unless the enemy is completely going heavy tank as I panther is overkill to rid their medium tanks, and I'd rather get a p4/p4j out early and potentially a second rather than have a panther that isn't all that much better with infantry, albeit alot faster.

    Basically, I feel like my panther is just too risky as its 185 fuel that isn't too well protected, and with that awkward 50 range it has to drive in and risk counter-punches to get a kill.

    Can anyone help frame how I should be using the panther? I'm pretty low level (level 6) so bare this in mind.

    submitted by /u/woodythrowaway
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    Make the AI play better with mortar team.

    Posted: 15 Jan 2021 11:41 PM PST

    I like playing against AI to chill. But only problem is when I put machinegun in the building AI seems to can't counter it with mortar team like real players do.

    submitted by /u/sainaa84
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    CoH 2 mod/code change to allow artillery placements to continuously attack ground.

    Posted: 16 Jan 2021 03:16 AM PST

    Is there a mod or a change I can make to a file that can allow artillery placements to continuously attack ground - like mortars do? I remember CoH had a mod that allowed Flak emplacements to attack ground. I'm aware WW2 mod has this but it adds too many other features.

    submitted by /u/AJTAFFINDER
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