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    Saturday, May 22, 2021

    Company of Heroes HMG Abilities - What's the Difference?

    Company of Heroes HMG Abilities - What's the Difference?


    HMG Abilities - What's the Difference?

    Posted: 22 May 2021 05:18 PM PDT

    Hey guys, I made a COH short film, it bums me out that i don't see more! Its about a made up battle over a made up hill. Check it and share it if you like it, much love to a great community <3

    Posted: 22 May 2021 09:27 AM PDT

    ML5 GRAND FINAL: dramatic twists and turns as leviathans of CoH2 do battle!

    Posted: 22 May 2021 02:53 PM PDT

    BANG, and the enemy is gone!

    Posted: 22 May 2021 02:10 PM PDT

    The mortars did their own thing, launching shots. I got a lucky shot from a 120mm and it wiped all four squads.

    Sad thing is, it didn't even vet up!

    The enemy was left with half their army.... XD

    https://reddit.com/link/nis7b6/video/0oeg6eaamq071/player

    submitted by /u/FrazersBrain
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    Help with Theater of War Mission "Bridge Defense"

    Posted: 22 May 2021 06:31 AM PDT

    I am doing all Theater of War missions on General difficulty but the mission "Bridge Defense" is bugged to all hell.

    MG's don't shoot on their own when not inside a building or a bunker, same going for the Panzer 4 you can repair and use.
    The Molotov cocktail ability cannot be used as you need the "Molotov Upgrade" from HQ that is now changed into both the Molotov and AT grenade.
    Your partisans cannot heal and the only way to reinforce is to call in new partisan squads and then merge them in with your own.
    I don't ask for a "pro guide" I don't care if there is a cheese tactic I just want a solution to this horrible mission. Like seriously a Tiger Ace on General is a walk in the park compared to this shit.

    Thanks for the replies and I hope they help anyone else with his attempts at completing the missions.

    submitted by /u/Luke7O7
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    jagdtiger piercing shell how does it work?

    Posted: 22 May 2021 03:33 PM PDT

    I pay 40 munitions to fire through a hedge or building at a tank that I can see on the other side. Then I set the jagdtiger to manually target this tank with attack ground. Every time the shell misses and falls short.

    Can the Jagdtiger find target for itself if the tank/target is behind hedge line or building?

    submitted by /u/throwaway928816
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    Medium tank IV Timing

    Posted: 22 May 2021 08:55 AM PDT

    Playing Werch and I had a weird one last night where the allies applied zero pressure to me, so I got a quick fuel cash up, skipped T2 and had a PIV out at 12:30. It got one kill, it quickly blew up his AA truck and they surrendered immediately. It made me curious what fast and typical timings are for medium tanks. Obviously I skipped the 222 and the tank gun plus the fuel cache so it came a little earlier, but what is the typical timing for a medium for the various factions?

    submitted by /u/von_neumann
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    Did they change something with tank misses/bounce?

    Posted: 22 May 2021 12:58 PM PDT

    Returning player here. I have been playing on and off since 2015 and I have noticed tank shots seem to miss or even bounce more than I remember. Is there a reason for this? Or am I delusional?

    Some insight would be appreciated, roast me if I'm wrong.

    submitted by /u/TopRommel
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    Looking for help with USF. .

    Posted: 22 May 2021 09:29 AM PDT

    My infantry seem to always lose even if I'm moving cover to cover especially against OKW. Right as I think I've got a good strategy I fight the same guy 4 times in a row who just spams volks and rushes my base with like 6 of them completely ignoring cover. It's frustrating because I'm told that you have to be aggressive with USF and that they've got good infantry but OKW players always screw me this way. Same with OST with assgrens. They just spam them and rush my infantry. I've tried having all my units together to counter-blob but nothing works. Any veterans out there willing to help me out?

    submitted by /u/Mausben_Pro
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    Why does OKW Breakthrough still exist?

    Posted: 22 May 2021 05:40 PM PDT

    Sorry to ask like this, but I just can't make any sense of it. Frankly, why is this commander still untouched and seemingly not being changed at all in the commander rework? All there is is slight buffs to the JT and Sturmoffizier, but nothing is being done about the blatant fact that Breakthrough is basically the single best team commander OKW has, if not the best team game commander in the game right now. And it shows in how often you see this commander being part of lineups and being picked.

    And it shouldn't be surprising. If we look at what the commander brings:

    • An improved versatile mainline replacement that scales well into lategame, has an early snare, has a flare. Schreck is meme sidegrade, but good for what it is (cheaper and less squishy than PGrens), G43 6 man squad is pretty solid. Pfus basically replace crappy Volks so you don't need to rely as heavily on things like Obers to carry your anti-infantry lategame.
    • An officer squad to buff your Pfus and provide some 50 range vision assistance to help in midgame. Also can send vital assets like MGs home.
    • A heavy tank destroyer, the best in the game. People complain about the Elefant. This thing can actually kill infantry with HE rounds. It has more armour. It doesn't get spotting scopes, but who needs spotting scopes, just get the non-doc IRHT.
    • One of the most insane artillery call-ins the game has. Assault Artillery has a huge area, is extremely lethal within that area, consistently wipes static structures that don't brace within that area and deal good damage to tanks. Drops a ton of smoke just for good measure afterwards.

    Jäger Armour gets all the flak and lost Stuka dive bomb, ISU commanders lost IL-2 bombing run. Reasoning was that it was too versatile for one commander to counter so many things. Yet here is Breakthrough, able to call upon the best tank destroyer the game has, able to rely on solid mainline infantry that protects it, the entire OKW base roster with potent midgame vehicles, potent rocket artillery, a great medium and the Panther and you get an artillery call-in? Unless you or your team mates utterly suck and lose the game before late, you can basically get there, build the ultimate counter to any vehicle this game has, put some solid cost-efficient infantry around it and watch as Allies basically can't do a thing. Against Elefant, they can maybe build some howitzer or something. Against JT, you take your IRHT (which you should build anyway when going JT), call in a scout plane, drop Assault Artillery, howitzer gone. And for any other occasion where you might want a call-in, assault artillery is just more flexible than Stuka dive bomb or IL-2 bombing run anyway. Got sight of the enemy retreat point? Want some AT gun wall and MGs gone? Need something to break an enemy attack? Drop Assault Artillery on them, they either evacuate the entire area fast enough or get absolutely demolished. And even if you start getting your units out, the first shells come down before you can even evacuate the entire area that is covered, so you might still get hit.

    Frankly, Breakthrough is a commander that deserves some rework more than many others, yet sees none. The rework of the IRHT was nice and I like the spotter plane for the faction, but as it now gets such, this commander should absolutely lose the ability to call in an artillery attack of such potency while having good infantry and a high value heavy tank destroyer. Heck, going by why ISU commanders lost IL-2 bombing run despite not even having a scout plane, this should have been removed back when other heavy TD commanders got nerfed. But somehow it survived and noone changes it. Or can anyone tell me how this is in any way justified?

    submitted by /u/Rabimea
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