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    Monday, February 15, 2021

    Company of Heroes Gigachad grens vs Beta discount grens

    Company of Heroes Gigachad grens vs Beta discount grens


    Gigachad grens vs Beta discount grens

    Posted: 15 Feb 2021 06:35 AM PST

    I feel like too many people are afraid of going pvp because they are not confident in their skills

    Posted: 15 Feb 2021 10:49 AM PST

    So I've done a poll a couple of hours ago and I saw there were some people saying they do not play pvp because they are not confident.

    I feel like pvp is more fun now but I had the same problems years ago. For multiple years I played campaign only and when I entered pvp I was devastated a couple of times but I realized that that is where you really learn and get better. Going against the ai for years made me familiar with mechanics and shit but if you want to fully experience gameplay go for pvp.

    I feel like more people need to be motivated to play pvp. Naturally if you don't like playing pvp and prefer ai that is something else

    But for those who haven't tried it Do it and you won't regret it

    Tho I wouldn't recommend going ranked until you play at least couple of custom games and get into different play styles

    submitted by /u/therealGoodBoy01
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    I hate when this happens to the enemy but its so nice when I'm the one to survive.

    Posted: 14 Feb 2021 11:28 PM PST

    strongest infantry

    Posted: 15 Feb 2021 01:05 PM PST

    just looking at main line, not elites.

    View Poll

    submitted by /u/some_random_nonsense
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    Anyone else miss the heavy tank meta?

    Posted: 15 Feb 2021 08:46 PM PST

    I know it was broken AF but now when I deploy an IS2, Tiger or Pershing after a super long game and it doesnt make much more impact than a TD it feels so... Hallow

    submitted by /u/OldSchooler22
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    I can't start Company of Heroes 2

    Posted: 15 Feb 2021 08:40 PM PST

    I recently bought it on steam the other day and bought the master collection, it was on sale because of lunar new year. When I click play it just says "Performing First time setup.... Installing: Microsoft VC Redist Package". This goes on for a couple of seconds then nothing happens and the button goes back to play.

    I already tried verifying the integrity of the file, restarting my computer and re-installing it 3 times, waiting 3 hours for each attempt of re-installing it but it's still the same.

    submitted by /u/JUNIOR_05
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    I don't ever want to hear easy 8 slander again

    Posted: 15 Feb 2021 11:43 AM PST

    Relic please fix the image previews on custom maps. Since the 64bit update the automatic thumbnails have broke. The mapping community is being hurt by this.

    Posted: 15 Feb 2021 07:59 PM PST

    Are sandbags near flags bugged?

    Posted: 15 Feb 2021 07:28 PM PST

    I've noticed I can't set sandbags as well based on some "invisible" fence around capture points, Vps, munis, fuel etc. Is this bugged? Anyone else?

    Seems new since last patch.

    submitted by /u/nathanfreeze
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    what even are volks. grens?

    Posted: 15 Feb 2021 01:11 PM PST

    using https://coh2.serealia.ca/ for numbers, I cant seem to place how volks are supposed to be used. their damage profiles seem to give some pretty bad match ups. keep some distance vs cons and riflemen but what do you do against tommies? it seems like youll always have a bad match up.

    submitted by /u/some_random_nonsense
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    Do you rather play multiplayer against the AI or PvP?

    Posted: 15 Feb 2021 07:16 AM PST

    Isn't there a way to delete sandbags? Is the only way to disband a unit to get them killed?

    Posted: 15 Feb 2021 03:41 AM PST

    Haven't played in a long time...

    Is there a way to delete/remove sandbags? I know I can drive over them with a tank but I thought there was a way to just remove them.

    Other than getting the unit killed is there another way to disband a unit?

    submitted by /u/Pacho2020
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    Some Units That I Think Still Need Desperate Help In The Prepatch

    Posted: 15 Feb 2021 01:09 AM PST

    I think the patch itself is already good with lots of welcome balancing and much needed quality of life changes. Though I think there are some flaws or oversights that should be addressed in my opinion concerning certain units. With my list going from units I really need should have the most help to smaller things on units that preform alright but could use some tinkering.

    Stuart:

    Many issues with this unit that makes it the worse Allied light tank in my opinion.

    First off, while the changes to engine shot is more safer and less micro demanding to use, it is utterly trash compare to other units of similar roles. The AEC's trend shot has a great penalty to their target, MUCH safer range to use, can be improved with vet, while having the same or even longer duration (enlighten me on this, I don't know the exact time). The puma's aimed shot once again has greater penalties on their inflicted target, very good range, and lasts longer or even until repair.

    The weapons really need a boost, badly. The cannon has a whopping 1.5 second dispersion, meaning it's base reload is either as short as 2.9 seconds or as long as 4.4 second. This gap is way too big and makes it susceptible to inconsistency through RNG. The lackluster cannon penetration makes it difficult to scale it against bigger targets to which it struggles to even go through rear armor of medium tanks. It could reign king of light tank DPS with it's risky shorter effective range compare to other AT light tanks, but it's sporadic reload and low penetration bogs down it's scaling potential in the role of AT.

    Despite the fact that it scales against tanks worse than the Puma and AEC, it's even worse against infantry. Both of it's MGs tend have .4/.3/.17 (Close/Mid/Far) Accuracy, with short bursts and longish cooldown times. Making the Stuart extremely poor against infantry for it's cost and timing. Hell, scout cars and half-tracks are in leagues further than the Stuart in the infantry killing department, typically having double the DPS for the majority of light vehicles.

    The abilities are outdated (even with the changes) and the weapons are abysmal and inconsistent. While it's a slayer of light vehicles (save against the puma), it can't really engage targets outside of those mentioned while lacking utility to give it more of a use than attack a very specific type of unit.

    MGs should have better accuracy and perhaps burst control to at least chip misplaced infantry at a punishing pace. The cannon's reload should be standardized while the abilities should be more reasonable to use. (Engine shot is a worse trend shot and shell shock is a worse button vehicle in my opinion). And overall, the Stuart shall have better scaling through more potency or utility.

    Jackson:

    This unit has been enduring numerous minor nerfs three times in a row with no compensation now, while the armor and fuel nerf is neglectable, the penetration nerf will make it lose guaranteed penetration against vetted panthers and worsen performance against heavier tanks. Considering the high health and armor (with mobility/opportunity for retaliation for certain units), this is a needless nerf that strains more of the lackluster late game AT capabilities for USF (Not counting doctrines, if you feel like you 'need' a doctrine to tackle an every game tactic/unit, that's a flawed game design)

    Additionally, the Jackson for some very odd reason has no mobility bonuses for their veterancy (Along with the SU-76, questionably), this limits it's potential of further being the most mobile and reactive tank destroyer in the game, and would reward players for the Jackson to better escape or pursue threats.

    Therefore: Would just combine the reload speed into veterancy 2 and add a 10-15% Acceleration/Deceleration and 25-30% maximum speed on vetenarcy 3 while keeping the penetration bonus at 30%

    Also, is it still necessary to have the reduced reload speed on the HVAP? Other shell-type abilities tend to lack trades and just give straight up bonuses. It's basically the 76mm Sherman's toggle ability, but limited duration, has to recharge and must pay to use it.

    SU-76 (And SU-85):

    Every change it received is welcomed and are good steps in the direction. But there's one reason (personally) that's not going to incentivize me to build it still though in serious matches.

    Damage.

    In my opinion, the very reason it's not attractive is because it kills already tough targets even slower. while 140 damage (5 shots on Panzer IV, 7 on Panther, 8-10 on heavies) is better than 120 damage (6 on Panzer IV, 8 on Panther, 9-11). It kills very slowly, especially late game threats, which tends to be high armor and/or high health german tanks.

    I get it has the best range for it's cost and timing (60 range, same as other Allied TDs) and HE barrages, however, the unchanging penetration gives it uncertainty in harming heavy vehicles consistently, with the lack of any defensive abilities along with it's lack of a turret makes it extremely punishing if the unit comes with range of counterattack.

    If it gets 160 damage through veterancy, it will act as a better support AT unit via more potential DPM alongside other tanks and a more attractive stop-gap long range AT unit for penal openings. (Once again, in my opinion)

    Also, with the SU-85, the penetration bonus should just be left be like the Jackson, especially since it's more difficult to withdrawal out of place SU-85s being rushed.

    M8 Scott:

    Honestly, I don't use this unit that much, so my opinion be damned, but this unit is USF's only type of unit which I like to call "quick response artillery" along with rocket artillery since it can engage and hit targets more quickly than mortars and howitzers.

    Don't really know the specifics of this unit, but it's auto-attack really should receive more respect, since there's two other barrage units in USF's roster, and this unit is the only way to chip at defenses and infantry from safe ranges. Perhaps some undoing of it's previous nerfs if the auto-attack range nerf is here to stay? Since it has to attack in the Stug's and Panther's range now, making it more susceptible to retaliation.

    Eastern Front Engineers:

    My issue with these is their lack of scaling and capability against western faction infantry, while they better repairing and non-doctrine flamethrower upgrades, they have stale copy-paste veterancy and a difficult time with a short window to effectively gain that veterancy.

    Their bonuses should better fit their weapons with pioneers better benefiting with stronger cooldown bonuses while a lesser accuracy for their SMGs while the combat engineers have a greater accuracy bonus with a lesser cooldown bonus.) along with their received accuracy bonuses.

    An ambitious idea would be to have grant them shared veterancy with a slightly shorter range for them to participate in combat and not necessarily have to do too well in them, via acquisition of the final tier buildings for both SOV and OST.

    M20:

    Nothing really wrong with this unit actually, the better changes for a good unit is always welcomed, this is just a concept idea to maybe how to revive the identity of it's crew having a bazooka.

    Return the M20 crew, but have the bazooka be buyable on the individual crew instead, extended the veterancy requirement and have the reduced target size replaced with reduced damage AND 15-20% reload bonus upon vet 3 to solidify the crew's prowess with their bazooka. The further time and cost to get the bazooka should give enough time for opposition to be supposedly equip to react to it.

    Again, an ambitious, not necessarily good idea, but maybe a way to return the original M20 crew.

    Lieutenant:

    To better improve scaling, the lieutenant building AT capabilities, and more options for effective late game AT, the command squad itself should have their vet 1 target size or vet 2 reload speed bonus replaced with bazooka experts. Or hell, if the passive was added in without replacing or removing anything, I wouldn't complain. Would argue that the sprint combo with this would only be very powerful for first strikes, like camouflaged ambushes.

    Rear Echelon:

    One small thing, but their carbines really should have standardized or heck, above average moving accuracy. They already have poor cost effectiveness without upgrades, the greater moving penalty for their base weapons seems unnecessarily. (And makes them synergize slightly poorly with the flamethrower when they have to move into position.)

    Once again, this is just my (admittedly very ridiculously passionate) opinion and (not necessarily good) ideas in how I would personally tweak the current pre-patch balancing, would gladly like this community's thoughts and criticisms on this however!

    Edit: Whoa guys, I can accept if these are bad ideas and am willing to be proven wrong about these units but is the rudeness really necessary?

    submitted by /u/Anakin_Jared
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    10thanvirary skin code

    Posted: 15 Feb 2021 03:08 AM PST

    if anyone had a code or know where i can buy it
    i want it soo bad :(

    submitted by /u/i_Md49
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