Company of Heroes I know this guy must have been pretty miffed about this one |
- I know this guy must have been pretty miffed about this one
- Somebody explain Panzerfusiliers to me like I'm 5.
- PSA: Clarification on G43 Variants
- Im just looking for active friends to play with
- IS2 vs Axis Heavies
- Lost saves, commanders and campaign progress after update.
- bug-units losing their abilities
- Thoughts on glider vs. normal commandos?
- Squads
- Could sharing medics with USF work?
- Need help my game is broken
- I miss the old UKF infantry section :(
- CoH1 issues
- Are Vetoed maps not working?
- 1v1 balance vs 4v4 balance
I know this guy must have been pretty miffed about this one Posted: 19 Mar 2021 11:34 AM PDT
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Somebody explain Panzerfusiliers to me like I'm 5. Posted: 19 Mar 2021 06:03 AM PDT Someone's gotta explain the benefits of P.fusiliers to me for the OKW. They feel weaker than volksgrens in crucial early game fights at all ranges. They can be specialized into tank hunting which never feels worth it over a raketen + sturmpio, Since they seem to like to clump together even in grey cover it leads to getting themselves killed more often by explosives (not like, wiped, but tanks and mortars seem to smack them harder than normal) Since they don't just get on-mapped they don't even come out early enough to feel like a good replacement for a 2nd infantry anyways, They can get a G43 upgrade that boosts their damage, utility, and survivability which is really, really nice, but until then they've got less theoretical damage than conscripts meaning that getting them vetted beforehand feels like a slog. So, what am I missing; am I just wrong on some of these points, are there hidden mechanics I'm missing? They feel much more like normal infantry units when you get their G43's but even then it's more a 'okay now they're performing like my volksgrens'. They never feel like they do much better than going for just 2 Volks and sometimes feel actively worse, like I've spent manpower on a glass cannon that shatters when you load it. Any advice would be appreciated. [link] [comments] | ||
PSA: Clarification on G43 Variants Posted: 19 Mar 2021 06:15 PM PDT Since a lot of people seem confused about what each G43 actually does, I thought I'd make a post and clear it up a bit. There are 3 G43 weapon profiles in the game: the standard G43, a Marksman variant, and a Sniper variant. . The standard G43 has a damage curve nearly identical to the US M1 Garand but with much higher DPS; it is great at close range, good at mid-range, okay at long range, and great on the move. It is a versatile weapon, the unrivaled moving DPS and high close range DPS (as much as a typical Submachine Gun) make it a great close-in weapon, or for chasing retreating squads. The G43 used by Panzerfusiliers is the weakest of this type, although still a rough equivalent to a Vet 3 Rifleman's M1 Garand. The G43 used by Panzergrenadiers/Stormtroopers is the strongest, nearly as good as a Panzergrenadier's Sturmgewehr, but with superior mid-range and long-range damage. All G43 squads (including Jaeger Command Squad) get 3 rifles except Grenadiers, who only get 2 (2 was originally the standard, but power-creep set in). . The Marksman variant of the G43 is exclusive to OKW's Jaeger Light Infantry Recon squad. It has very low DPS owing to a very low rate of fire and long aim times, except at long range where it matches the standard G43, but has the ability to critical-kill enemy units that are on reduced health (80% if I recall). As such this variant is best used in support of other squads, and from long range. The Sniper variant of the G43 is exclusive to the Ostheer Sniper. It has no true DPS, instead it simply critical-kills any model it hits. [link] [comments] | ||
Im just looking for active friends to play with Posted: 19 Mar 2021 07:23 PM PDT | ||
Posted: 19 Mar 2021 05:36 PM PDT
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Lost saves, commanders and campaign progress after update. Posted: 19 Mar 2021 06:41 PM PDT I haven't played this game since November. I wanted to play right now but everything is gone. Did the game reset after the update? [link] [comments] | ||
bug-units losing their abilities Posted: 19 Mar 2021 06:05 PM PDT there is a bug that a random unit -can be tank, infantry whatever- loses its abilities in the UI. The grid on teh bottom right is empty and you can only move the unit by left clicking. If its a tank you cannot reverse, if its infantry you cannot retreat or throw a grenade. It has happened 3 times in the last 10 days. Anybody else had this? [link] [comments] | ||
Thoughts on glider vs. normal commandos? Posted: 19 Mar 2021 04:37 PM PDT Right now I really love playing around with glider commandos as UKF, inserting them behind enemy lines to ambush weapon teams and what not. They're a bit pricy, but few things in the game for me beat watching the panic in the eyes of the German MGs and AT guns as they try to pack up when a glider crashes down on their camping spot, only for them to be nuked by a gammon and anything left shredded by submachine guns. Does anyone else feel this way? Do you prefer regular commandos over gliders, and what strats do you use with them? [link] [comments] | ||
Posted: 19 Mar 2021 04:26 PM PDT Looking for some people to play with, still learning so I'm not the best but getting there!! [link] [comments] | ||
Could sharing medics with USF work? Posted: 19 Mar 2021 03:34 AM PDT Hey guys, I was thinking of a strategy for brits and was wondering if anyone has tried it before... So the USF ambulance costs 250 mp and 10 fuel, much more expensive then the brit medic and it delays teching, for the only upside of reinforcing in the field. Could building a UKF medic squad (180 mp) for the USF be viable? To even it out maybe the usf player builds a cache when he has spare manpower? Theoretically Usf gets ambulance for 10 fuel cheaper and brit gets fuel cache for 70 mp cheaper. [link] [comments] | ||
Posted: 19 Mar 2021 01:29 PM PDT I have the problem in coh 2 where it always says unable to connect to game servers [link] [comments] | ||
I miss the old UKF infantry section :( Posted: 19 Mar 2021 07:44 AM PDT The old infantry section is either snipe everyone at extreme range or miss every shot at point-blank. Now infantry section have the same playstyle but less damage. If the 5th man upgrade damage is the problem please give the 5th man scoped lee-enfield that is more accurate but do like 12 damage instead. [link] [comments] | ||
Posted: 19 Mar 2021 09:53 AM PDT So I have CoH and opposing fronts. When I install the game everything runs fine but once I exit the game and reload it and start playing all the characters are invisible. I've tried looking it up on YouTube and have tried sliding the unit details to the max as was suggested but then the game won't allow me to save these changes and freezes up. I've uninstalled and re download the game multiple times and always have the same issue. Does anyone have any idea why this is or if there's anything I can do, when I played the game a few years ago I had none of these issues. [link] [comments] | ||
Posted: 19 Mar 2021 09:03 AM PDT I just played an Automatch vs AI match on Don River and at the end of the game I told myself "my bad, I usually veto this map". I then went to veto it and to my surprise it was already vetoed out. Is something not working as intended here? [link] [comments] | ||
Posted: 19 Mar 2021 02:28 AM PDT Let me start by saying that i played coh 1 since vanilla and tales of valor came on cd, so i have much more exp on coh 1 than i do on coh2. (I can provide picture of cd and its case) I got interested in coh2 for the past year and got all dlc that were a must for multiplayer. After playing some i noticed thatmost of the units are useful in some kind of way unlike in coh1, but every faction also feels like it kind of plays the same. After reading this sub for last year, getting skippy and tightrope dose from time to time i got feeling that the game is more balanced for pro 1v1 scene. I feel like that could ruin game for casual players which makes playerbase and those who watch proscene even smaller, i get the need for balancing 1v1 but when most of your playerbase on 3v3 and 4v4 you are ruining future possibilities of pro scene(which is dependant on popularity) which is alrdy kinda lackluster. Am i getting something wrong here? Btw why not make more pro 3v3 and 4v4 games, its much demanding to be good and coordinated as pros in 3v3 rather than 1v1. Final thing i want to add is i heard skippy say state of game was better 3 yrs ago, i dont know anything about that time + i recall watching 1v1 tournament where pros kept picking same armies and same commanders. [link] [comments] |
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