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    Sunday, April 4, 2021

    Company of Heroes If "Band of Brothers" Market Garden was a Company of Heroes 2 Match. Credit to dosmur on yt

    Company of Heroes If "Band of Brothers" Market Garden was a Company of Heroes 2 Match. Credit to dosmur on yt


    If "Band of Brothers" Market Garden was a Company of Heroes 2 Match. Credit to dosmur on yt

    Posted: 04 Apr 2021 08:02 AM PDT

    After 7 years, the Queen of CoH2 is back (Commander Analysis)

    Posted: 04 Apr 2021 07:59 AM PDT

    It's been a very long time since Soviet Windustry was basically all you saw on the Soviet side. KV-2 wasn't even good or relevant back then, but with its busted fuel ability you could flood the map with Soviet armor in no time. Understandably that was nerfed and replaced with the milquetoast fuel drop we have now, which was basically unusable with OKW base flak firing at aircraft. Yada yada yada, come today the ability is somewhat usable, KV-2 is the best Soviet heavy vehicle and so Queen Windustry is already decent. But next patch is said to remove one useless and one okay ability and replace them with two amazing ones, and I can't help but get excited by how powerful Windustry will be in the next patch, at least for team games. Let's go over the abilities:

    KV-8:

    KV-8 is actually a very solid tank that answers elite infantry blobs perfectly, while having incredible shock value if you get it as your first tank and can defend it against tanks. It's not uncommon at all to overwhelm an enemy AT gun/team weapon by catching your opponent off-guard, and the last patch with its PTRS penal buff made them far more reliable in the AT role, I find 3 PTRS Penals into KV-8 to be a very powerful strat that baffles your enemy who just got their elite infantry and can't find anything to cost effectively farm with them. If you can steal 1-2 team weapons in this crucial phase, the game is all but decided, as you save a lot of resources not having go for T2 and your opponent has to rebuild those same units which have no guarantee of not dying to KV-8 again. If you're feeling particularly gutsy, a pair of these babies before you get KV-2 can deal a lot of damage and spare you from having to commit your PTRS Penals into suboptimal engagements, sparing a lot of manpower that you can use on caches or the upcoming ZiS truck.

    Repair Station:

    Repair Station, in a word, is incredible. It has no popcap cost and no upkeep, it costs less than an engineer squad and repairs faster than Vet 2/sweeper engineers, and basically nullifies your micro overhead. 2-3 repair stations are excellent for keeping your KV-8s in the game, and you can get even more as the game progresses. They also work for your teammates, keeping Allied tanks repaired and in the game for as often as possible. The logistical overhead this little structure saves you is immense, and although I don't expect it to be nerfed as it was already nerfed by a fairly substantial MP cost (used to cost only munitions), this is certain to remain one of the best abilities in the commander.

    ZiS Truck:

    Windustry is all about relying on your vehicles, which means you won't be committing your infantry to battles often. What this means is that you'll have manpower to spare, as I often do myself. Since you can't really buy anything that can kill Axis infantry cost effectively with your manpower alone, this spare manpower being turnable to Munitions and extra Windustry Mana is great. In 3v3+, you still probably want to get caches before you get the truck, though in 1v1/2v2, it's basically the equivalent of getting both caches up personally. In the current iteration, your munitions end up feeding the easy to shoot down fuel drops, which, while is decent, keeps you from the signature Soviet move of spamming mines out the wazoo. And if mines aren't your thing, you can always get the new:

    Recon Overflight:

    I never expected to get so excited about such a mundane ability. The Soviet Recon Overflight is the worst in the game, it's easy to shoot down, it barely reveals anything and it's not even all that much cheaper than proper recon. Where this ability truly shines is that this is the first Soviet doctrine where there is barely any competition for the munitions use; No Guards to upgrade, no For Mother Russia or off-maps to spam, basically, after you get your PTRSes and a fair amount of repair stations, your munitions can be entirely dedicated to recon spam and mine spam. This is sure to work very well if you're looking for weakly defended targets for KV-8 raids, getting some good damage in and perhaps even a few de-crews in before heading back to your repair station to be back in the game within 10 seconds. Probably won't last long in 3v3+, but in 2v2, this change is absolutely huge.

    KV-2:

    Oh, the KV-2. This is honestly the most underrated heavy tank in the game. I wouldn't say it's underrated actually, as 1v1 players are well aware of it, but teamgame players always had ISU doctrines with their 70 range HE ISU and bomb strikes. Well, no longer. With its 50 range at Vet 2, 1200 HP at Vet 3, repair station support and good attack ground micro, the KV-2 is a war crime on wheels and since the last patch, I feel comfortable saying it's actually better than the ISU. There's no good counter to this beast other than Elefant or Jagdtiger, and even those will fail to do much depending on the map and gamestate where a cleverly placed siege mode KV-2 outranges every other unit in the game with its 80 range at Vet 2. Now, I know Siege Mode is known as a bit of a noob trap, and it indeed is, but the corollary of that is that people tend to overestimate the vulnerability of a sieging KV-2, meaning with proper screening, you can seriously harrass the enemy with your KV-2 while baiting them into poorly thought out dives. You should still be out of Siege Mode 95% of the time, but in the 5% of time where it's the correct choice, it's really not counterable without atrocious losses.

    Wrapping up, I feel that this doctrine is already pretty good, and it will be even better with the promised improvements shown in the preview. I'm gratified to see it coming back to spotlight after such a long time being sidelined by Mechanized Support or Shock Motor, and with Airborne essentially annihilated and removed from the game, and Urban Defense, the other KV-2 doctrine getting no improvements while already being more for 1v1 than for team games, I feel Windustry will be seen a lot more often.

    submitted by /u/ecmrush
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    Hippity Hoppity thats now my property

    Posted: 04 Apr 2021 02:00 AM PDT

    Randomly got RTS fever. Is CoH2 still populated online?

    Posted: 04 Apr 2021 10:14 PM PDT

    Thanks in advance.

    submitted by /u/SteezyCamz
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    Hi everyone, I will make a tournament 2v2 and I need your help! Team will be random but I will separated high, mid and low lvls to mix it and balance teams. the idea is players with experience carry the game! So how can you call this tournament mode?

    Posted: 04 Apr 2021 09:22 AM PDT

    The Carry? Carry Me? ideas pls !

    submitted by /u/MrSipan
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    Luftwaffe Revamped!

    Posted: 04 Apr 2021 09:42 AM PDT

    What do you guys think about a dogfighting ability?

    Posted: 04 Apr 2021 08:08 PM PDT

    A few days ago, Greyshot made a video that planes could shoot down other enemy planes when they interact, either by pass or loiter.

    If there was say, a 100 munitions ability that you call in to shoot down an enemy call in, would that be balanced? This is given that it won't attack ground units nor provide vision.

    What would your thoughts be? Would it be overpowered or underpowered?

    submitted by /u/YandereTeemo
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    1v1 Help as OKW

    Posted: 04 Apr 2021 01:56 PM PDT

    Just had an insanely toxic engagement of someone as OKW going 4 sturmpios blob and a flak emplacement at every VP. I was Guard Rifle Sovs who went Penals first and I just got melted away instantly. Didn't even feel like sticking that one out longer than the 15 mins already. Is there any effective counter to something like this? I got a HT out but he had a rak already by the time I had that.

    submitted by /u/Trust_The_Process21
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    What maps should I practice?

    Posted: 04 Apr 2021 07:38 PM PDT

    Hi all, just picked up coh2 and want to eventually automatch. For now I'm just playing bots to learn but want to know which 2v2, 3v3, & 4v4 maps people select most. Thanks!

    submitted by /u/Then_Formal
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    Do we have a bug tracking thread for a new community test?

    Posted: 04 Apr 2021 05:26 AM PDT

    Since i'm going to play alot of community test for a long time i'm sure i can find alot of bugs,missing localization,UI bug and gameplay oversight.

    But the thing is....i'm not sure if people already report those bug and/or balance team already discover it.

    If there are a bug tracking thread please let me know.

    If they don't have one i hope balance team should do something like this and pin it.

    Ongoing - B4 Direct fire not working as intend.

    Fixed - Partison Veterancy description.

    Ongoing - BAD UI bug.

    Ongoing - Soviet's Lend Lease Guard can't be dispatched.

    Ongoing - UKF's Mortar Pit can't use Heavy HE barrage in classic hotkey.

    Etc,Etc

    Something like this because there are alot of broken thing in this patch and we don't want 3rd game breaking patch in a row.

    submitted by /u/myidgame01
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    Can someone please tell me this new patch is an April Fool's joke from Relic?

    Posted: 04 Apr 2021 05:18 PM PDT

    Specifically Soviets:

    1. Gimping the IL2 Sturm Attack: is this a joke? It was one of the best counters to Volks / Gren spamming late game, yet Axis have numerous call ins equal to or better
    2. KV-1 Heavy Tank
      The damage reduction of the KV-1 is being removed to increase the amount of time needed to repair this potent vehicle. Health has been moved back up to compensate. Seriously? This tank was designed to be a meat shield. Now it literally is a t34 with more health and significantly longer repair times.
    3. IS-2
      The IS-2, like other heavy tanks, is seeing its CP requirement reduced. Props to the reduction in CP requirements. Still, this is by far the the worst performing heavy tank in the game. It neither excels at killing infantry or killing armor. Wish this would have been addressed over CP reduction.
    4. Airborne Guards / Assault Guards: for the love of God, please make one of these units non commander. Axis have a plethora of options, and without commander requirements.
    5. For the Motherland For the Motherland bonus to infantry from +50% weapon accuracy to +15% weapon accuracy. Considering the CP requirement for this, the change is uncalled for and is going to drastically hinder Soviet mobility.

    Again, I hope this is a joke.

    submitted by /u/Spartan706
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    OKW Tiger Tank vs King Tiger

    Posted: 04 Apr 2021 03:32 AM PDT

    Hi guys. So i've been trying okw now for a few days. I just wanted to know, sometimes in long games (2v2) if i have the tech & resources for both the tiger as well as the King tiger, which one should i prefer to bring out.

    Is one tank overall better or are they map specific? Which one does better on compact maps like minsk pocket / road to kharkov etc & which one does better on larger/wider maps?

    Any advice welcome & thanks!

    submitted by /u/sunnykhandelwal5
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    300 ammo? For that? At least in that case bring back the original strategic bombing

    Posted: 04 Apr 2021 12:16 PM PDT

    SPEARHEAD Balance question

    Posted: 04 Apr 2021 07:48 AM PDT

    What would you say is stronger currently in the Spearhead Mod, and why? (Kind of a meme poll, don't take it too seriously)

    View Poll

    submitted by /u/Luke7O7
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