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    Sunday, April 18, 2021

    Company of Heroes It's a little basic, but I made my first CoH 2 cinematic

    Company of Heroes It's a little basic, but I made my first CoH 2 cinematic


    It's a little basic, but I made my first CoH 2 cinematic

    Posted: 18 Apr 2021 03:52 PM PDT

    I See What They Did There...

    Posted: 18 Apr 2021 04:49 AM PDT

    Some thoughts on the new Reserve Army

    Posted: 18 Apr 2021 08:04 PM PDT

    I wanted to take a few minutes to just post my appreciation for what has been done with Reserve Army in the beta server. On the live version reserve army is imo one of the worst commanders in the game. It is essentially a copy of conscript support tactics but with pretty much weaker abilities. The rework however has really made this commander into one that enables builds we've never seen before. Now I'm not saying this is the new meta commander but even if this isn't good it's a really unique build order no other commander can emulate which is really cool to see.

    At first glance the main benefit is that you can now easily get access to a ZiS and Maxim while going ZT1 with Penals. This is a fine way to view the commander as just that alone makes it a very interesting commander as you only really give up the mortar for going T1 with this commander. However, looking a bit deeper we can actually start to see there is a lot of potential builds that suddenly become possible with this new commander.
    You have things like mixing penals and conscripts with PPSHs and really trying to get that early map dominance.
    You can go full conscripts with just T1 for either a sniper or clown car allowing your conscripts to have strong support as the early game plays out.
    I've even thought you could outright skip building either tier building at the start of the game and just rush out conscripts to dominate the map before planting T1 later and going into T3 right after while not really losing much.

    As for every ability in the commander it is a bit of a mixed bag.
    Commissar Squad has turned out to be great. His numerous abilities adds a very nice layer of utility to your army to help them overall preform. Plus he notably has a standard nade which is really useful for flushing out MGs from buildings.
    PPSH Conscript upgrade has been a really useful power spike for conscripts in the early-mid game. The 4th PPSH that was added has pushed their close range firepower to even higher levels. They aren't shocks but between Ura, their cheap reinforcement cost, and the ability to have a snare makes them great power amplifiers if combined with something like Penals, a Clown Car, or the Commissar Squad.
    Team Weapon Air Drop is the true star of the current change as it's the sole thing to cover a constant issue within T1 starts which is a lack of the standard AT gun. Combined with conscripts this is an amazing combo that makes T1 builds pretty much lose nothing important while not being that much more expensive than when you get them in a more standard build order.
    Rapid Conscription is where this commander starts to falter sadly. This ability even with the changes done to it are just lackluster. It's a lot of munitions for effects that aren't really worth the effort required to make it useful. If it gets further changes to be useful this could become a useful support option in the midgame to combine with the more aggressive infantry playstyle this commander currently is encouraging.
    ML20 as the final ability is I think one of the least useful for this commander. The ML20 isn't that bad but comes in so slow compared to the high aggression this commander encourages. Personally I think this is the one that would need a complete swap to really be improved. For Mother Russia would be a fantastic synergetic ability but there is surely other things that would fit better with this.

    As it currently stands I think this commander encourages a very aggressive play style with a T1 opening of Penals mixed with some conscript squads. The Penals help to apply good opening pressure while the conscripts will eventually man the team weapons and become close range squads with the PPSHs. Against most axis forces this combination is a pretty strong set of infantry backed up with team weapons which then goes right into the ever good T70. It's highly flexible in what it can do and is something that not a single other commander enables as well as this one. It's overall a really cool commander I really like and hope with some more tweaking to rapid conscription and the ML20 we could see this interesting commander possibly even become a legitimately good commander.

    submitted by /u/FunPolice11481
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    Idea/suggestion: Red Banner Upgrade for Conscripts!

    Posted: 18 Apr 2021 07:13 PM PDT

    No idea what I should flair this, so I'll just put it down as [4v4].

    Conscripts, the mainline infantry for the Soviets, have only one non-doctrinal unit upgrade that feels a bit.. underwhelming (not bad or underperforming, but underwhelming), in my opinion;
    and while I like mobilize reserves, I feel there should also be an alternative, which is why I'm suggesting: Red Banner Infantry!

    Unlocked at the same time as mobilize reserves, and mutually exclusive to it similar to Tommies' Flares/Medkits, here's a rough idea of what would do:

    1. Replace 1 Mosin-Nagant with a DP28
    2. Replace 2 Mosin-Nagants with SVT-40s
    3. Slightly reduce recieved accuracy
    4. Replace Molotov with RG-42 Grenade
    5. Slightly increase Veterancy gain
    6. Change unit name to Red Banner Squad

    Cost-wise I feel like it would cost something around 60 munitions, though I don't know if that would be balanced; would it be too expensive or not expensive enough?

    Either way, I would really like to see a non-doctrinal sidegrade to Mobilize Reserves and think this would be a nice addition that fits that role.

    Any thoughts on this idea? what would you change about it? Is my idea good or completely stupid?

    submitted by /u/Small_Tank
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    Amazing v1 rocket big

    Posted: 18 Apr 2021 08:31 PM PDT

    Expert AI skirmish inconsistent difficulty?

    Posted: 18 Apr 2021 09:37 AM PDT

    Hi folks,

    I mainly just play the AI on skirmish and gotten to where I can give a 4v4 3 Hard Ai allies vs 4 Expert AIs. What's strange is that it appears some games the opponents would get crazy good while other times it's pretty mundane. While I understand my allies plays a fairly big role keeping them occupied, I noticed a drastic difference in my own units. Some games pschreks just won't hit to save my units life, I know about RNG but it seems not very random when they can't hit an entire game. another instance is some games right clicking an opponeny armor would cause vg to walk into the armor instead of firing when in range. I know Expert AI has more resources and can see the map etc I can accept that. What's confusing is the performance of my own units being so inconsistent. Am I missing something?

    submitted by /u/EfficientAsian
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    Why dont other nations' Pioneers/Engineers have defensive structures like MG nests?

    Posted: 18 Apr 2021 07:53 AM PDT

    I played only against AI so far while playing on the Soviet side, and only 2 nations have good Pioneers/Engineers, Germans and Usoa'ians. Germans Pioneers who can build bunkers, MG nests and an Flak gun. Usoa'ians have a howitzer and also an MG nest/emplacement. What do Soviets have? Mines and Barbed wire. Why cant Soviets at least get an MG nest? Or do devs think it would be too OP?

    submitted by /u/Sigismund_III_Vasa_
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    Match search 100%

    Posted: 18 Apr 2021 05:11 AM PDT

    Hi i try to play this game after a long break but when i try to search for a match it keep searching and it say search as allied/axis 100%. Anyone know how to fix this?

    submitted by /u/Tacticalone
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    How to use rear echelon defensive structures properly?

    Posted: 18 Apr 2021 06:24 AM PDT

    Hello everyone I have almost 380 hours on the game and have player With all allied factions and Ostheer. Recently, I have been playing USF in 1v1s and I noticed that since USF doesn't have a proper mine (that can work on infantry or damage tanks), I am out of option for using the RE's abilities as a combat engineer. I would be happy to know how do you use them since in 1v1s they matter more. Also, does anyone go for M20 mine? Is it worth it?

    submitted by /u/erwin_rommelian
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    Wikinger mod?

    Posted: 18 Apr 2021 04:29 AM PDT

    Hey guys, so i know about this realistic mod for quite some time ago, but have never installed and try it cause i thought not many ppl play it, is there like a group that is into this?

    submitted by /u/Lappodamy
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