Company of Heroes This is NOT okay. Counter Battery DOES track until the first LeFH shot is fired. |
- This is NOT okay. Counter Battery DOES track until the first LeFH shot is fired.
- The unspoken rule of COH.
- [BIG] Rear Echelon Troops with Rifle Grenade Launcher
- Company of heroes... but kingdom rush crossover
- How to make in-game mouse pointer bigger?
- I suspect only Total War (all Total War games) and Halo 2 can compete for 'hours played' against CoH 2 alone.
- I'm slightly sexually attracted to easy eights... Is that wrong?
- New Mechanics idea: Counter-Counter Battery and Counter-Counter-Counter Battery
- No Commander/No Bulletin Bug
- Developers care to FIX the fucking issue with commanders/intel?
- Pros only 4vs4! Company of Heroes History Episode 14
- What should the population cost of WM bunkers be?
- OKW Tank Response Doctrine
- Muting in-game chat
- Caches for okw
- I hope they add a kick function, a bot is more uselful that this guy
- Should Ostruppen be able to merge like conscripts?
This is NOT okay. Counter Battery DOES track until the first LeFH shot is fired. Posted: 22 Mar 2021 09:50 AM PDT
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Posted: 22 Mar 2021 02:29 AM PDT
Now i'm going to cry in a corner for a bit. EDIT : Part 2 might come soon after i watch propaganda cast and witness El Dorado's fate. [link] [comments] | ||
[BIG] Rear Echelon Troops with Rifle Grenade Launcher Posted: 22 Mar 2021 02:07 PM PDT While messing around with mass RET w/ Noobtubes I noticed that only 1 or 2 will actually work and the others squads will bug out, not attack, and just kinda keep running into and around what you clicked on to attack - almost as if they can not target that unit. LOS is not an issue as other squads will be attacking the unit you clicked. Anyone else experiencing this issue? Anyone else dumb enough to try mass RETs w/tubes? I will try and get a video. Thanks. **Edit - "[BIG]" should say "[BUG]". [link] [comments] | ||
Company of heroes... but kingdom rush crossover Posted: 22 Mar 2021 10:18 PM PDT
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How to make in-game mouse pointer bigger? Posted: 22 Mar 2021 08:01 PM PDT It gets lost on my screen all the time and I'm losing squads because of mis-clicks. Any tips? [link] [comments] | ||
Posted: 22 Mar 2021 03:41 PM PDT CoH1 has its' hours as Battlefield has its' as well. CoH2 alone has my most hours, I think. And I still suck =D [link] [comments] | ||
I'm slightly sexually attracted to easy eights... Is that wrong? Posted: 22 Mar 2021 10:35 AM PDT | ||
New Mechanics idea: Counter-Counter Battery and Counter-Counter-Counter Battery Posted: 21 Mar 2021 10:50 PM PDT Given that Counter Battery has been legitimised as a micro saving ability that is fair, balanced, well designed, and doesn't force the other player to use significantly more effort to counter it back, I'd like to add some more micro saving toggle abilities to the game to increase this complexity of play.
If allied players have sufficient munitions for recon call-in+nuke call-in, they can toggle the ability by right clicking it. If both abilities are toggled on, this can trigger the Counter Counter battery mechanic. Once an LEFH fires (in normal or CB mode), a fast recon plane (or whatever) is automatically called in for its usual munitions cost, followed by a lefh destroying nuke call-in, again for its usual munitions cost. 2) Counter Counter Counter Battery: Furthermore, I'd like to request a mechanic called Counter-Counter-Counter Battery where if an axis player picks an LEFH doctrine, and the allied players have already locked in doctrines that do not allow the recon+Nuke combo, the game automatically surrenders for them instead of forcing them through a 50 minute slugging match against Pgren and Ober blobs without being able to use artillery. [link] [comments] | ||
Posted: 22 Mar 2021 05:38 PM PDT Pretty Bad Bug Happening Every Game Where Random Players (shown during loading screen and in game) Don't Have Multiple If not all Commanders or Bulletins. Happens every game. Please hotfix [link] [comments] | ||
Developers care to FIX the fucking issue with commanders/intel? Posted: 22 Mar 2021 05:18 PM PDT Randomly it will just disappear or cease to exit for commanders/intel once players have started loading a match [link] [comments] | ||
Pros only 4vs4! Company of Heroes History Episode 14 Posted: 22 Mar 2021 11:19 AM PDT
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What should the population cost of WM bunkers be? Posted: 22 Mar 2021 10:21 AM PDT | ||
Posted: 22 Mar 2021 12:34 PM PDT It's a late war themed doctrine, all about rapidly responding to armored breakthroughs! Use mobile units and quick arriving abilities to isolate and destroy armored breakthroughs. 0 CP: StuG G The efficient and effective StuG G joins OKW ranks, buildable in the Schwerer Panzer Hq before Panzer Authorization. 1 CP: Anti-Tank Kübelwagen The usual Kübelwagen, where the MG-34 is replaced with a single Panzerschreck that can fire in any direction. The veteran ability is replaced to detect vehicles instead. Does not have shared veterancy unlike the Kübelwagen. 1 CP: Anti-Tank Ostruppen Ostruppen, normally used in the Western Front, finally make their appearance in OKW ranks. Equipped with 2 Panzerbüsche rifles with stats identical to those on Penals, AT Ostruppen are otherwise similar to their normal counterpart. Vet 5 grants the squad a single undroppable Panzerschreck, and at T4, existing Panzerbüsche can be upgraded and replaced with Panzerschrecks. AT Ostruppen have an innate accuracy and damage penalty that make their slot weapons less effective. 7 CP: Stuka Anti-Tank Recon A fairly expensive recon ability, this Stuka will relatively small sight range will patrol a very large area, marking enemy vehicles that it finds. It takes 5 seconds between each marking, and marked vehicles will have 30% reduced armor and 30% increased received accuracy. 8 CP: HEAT Rounds The usual OP as hell ability from Elite Armored Doctrine, quite fitting. [link] [comments] | ||
Posted: 22 Mar 2021 11:30 AM PDT Is there a mute function for the in-game text chat and if not why? [link] [comments] | ||
Posted: 22 Mar 2021 05:13 PM PDT | ||
I hope they add a kick function, a bot is more uselful that this guy Posted: 22 Mar 2021 08:30 AM PDT | ||
Should Ostruppen be able to merge like conscripts? Posted: 22 Mar 2021 05:25 AM PDT Realistically, since Ostruppen are trash in combat in anything but large hoardes and basically exist to give enemies a lesson in how to count, would giving their units the ability to merge models into other weakened units in the same fashion as conscripts (i.e. swapping to that team's weapon type but keeping the model's downsides of larger hit profile) be broken? Ostruppen currently serve the purpose of coming out quickly in the Ostheer's build order and work okay in tandem with MG's and grenadiers as meat shields... but their combat effectiveness drops off sharply, even with their MG upgrade (at T4 :/) and by then their low re-enforce cost is offset just a touch by the new t4 passive reduction to grenadier re-enforcement. You would of course have to take into account the relative power of Ostheer team weaponry over that of the soviets, and whether or not the ability to immediately boost their survivability mid-fight with cheap weak units would be too powerful or not, but I really don't think it would break the ostheer that badly to have a conscript equivalent. At the very least, make the 'reserve infantry' ability for them actually replace dropped models with ostruppen instead of just spawning squads of them. Of course, I'm a filthy filthy AI player whos only experience in PVP comes from skirmishes with friends so I might be missing some nuance here. This might have also been a conversation I've missed, but I can't find any evidence this has ever even been considered... hence, the poll and the open request for debate; Should Ostruppen be able to merge? [link] [comments] |
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