Clean installs are the best installs, don't know how everyone doesn't know this
I was under the impression that I had to do the in-place upgrade first to qualify for the free upgrade.
Thread: Windows 10, anyone?15 Aug 2015, 00:53 AM
Clean installs are the best installs, don't know how everyone doesn't know this I was under the impression that I had to do the in-place upgrade first to qualify for the free upgrade. |
Thread: Osttruppen/ Storm troopers14 Aug 2015, 02:33 AM
http://www.coh2.org/topic/36347/cruzz-s-the-more-you-know/post/372289 Looks like shocks are the only ones with armour. They have normal received accuracy though, so I guess they aren't vulnerable to MGs. Edit: whoops. Broken formatting. Providing link instead of stats. In: COH2 Balance |
Thread: Feature Wishlist13 Aug 2015, 09:50 AM
the only one I don´t like is FRP for vanilla armies, because affects directly balance.... Yeah, it would certainly have to be play tested to see how it changes things. I suggest it mostly because of how tedious retreating units and bringing them back onto the field can be on larger/longer maps. I feel like that directly affects the fun of the game. Just to name another one, a "mute" option for the chat ingame, so if you want it, you can ignore comments from others players in that match (sometimes is not funny how others calling names to you and so on...) Haha, yes. I can totally get behind that ![]() In: COH2 Gameplay |
Thread: Feature Wishlist13 Aug 2015, 07:51 AM
Hi all, I just wanted to jot down a few feature ideas that I think the game could really use. Feel free to suggest some of your own, but preferably avoid stuff that strongly relates to balance and bugs. There are other threads for those. Probably helps to keep them realistic as well. In-game Opponent Commander DetailsThe loading screen is the only place that you can see what commanders your opponent has. This is time limited, and given the resource-intensive nature of a loading game, often laggy. With the vast number of commanders available (namely for the vanilla factions) it stands to reason that people should be able to look at a player's commander loadout at any point in the match and check what doctrinal units/abilities they've seen against it to determine what to possibly expect. There's even already a perfect spot for it not being used in the toggleable player list cards. Figure 1 Copy this. ![]() Figure 2 And include it somewhere next to the name here, complete with drop-down details on hover. ![]() I'm really not sure why this isn't already a thing, and on the face of it I can't imagine it would be difficult. It's unreasonable to expect casual players to memorise all the commander abilities. Bulletins could be included as well, but they're not really a priority. Squad spacing controlsCertain squads just insist on bunching up insanely tight. This is particularly the case with expensive 4-man squads, such as panzergrenadiers. Considering that panzergrenadiers can be made even more expensive with a 120 munition panzerschrek upgrade, their lack of spacing is pretty infuriating. A single tank shell is sometimes all it takes to destroy a huge investment when they're supposed to be a counter to tanks. Suggestion: Add a button or two that allows you to cycle through squad spacing sizes(for all squad types) or perhaps even change formation. The mouse wheel strikes me as ideal, but obviously that has an existing use. On a similar note, Relic could stand to drastically reduce the current distance value that 'snaps' infantry to positions in cover. I don't know why it was introduced and I find it to be a significant impediment to good micro. Forward Retreat Points for Vanilla ArmiesRelic did put up a poll regarding this at one point, but the game was in such a broken state at the time that nobody really saw it as a priority. That said, it's a bright new day and I can't recall the last time I found the game so fun. With that in mind, this seems like a good time to revisit the idea. The 4-man nature of so many Ostheer squads makes retreating particularly relevant. You stand a much higher chance of losing your whole squad if you don't retreat in a lot of situations. Given the size of many team maps, retreating can get tedious pretty quickly as Ostheer or Soviets. I think there are probably some creative ways in which retreat points could be implemented. Nominating one of your (command) bunkers as Ostheer would make a lot of sense. Suggestions Made in Comments Below That I Particularly Liked Map SortingThe maps are a mess to navigate. Fallback Point Spread OutReduces risk of artillery wipes, and also units being stuck in retreat mode until you move other units at the retreat point. Customisable HotkeysJust a standard PC gaming feature, really. In: COH2 Gameplay |
Thread: Windows 10, anyone?13 Aug 2015, 03:45 AM
Been having a few bugs. I was having way too many issues with the in-place upgrade, so I did a clean install. Much better, but still not amazingly stable. Nice not having those Windows 8 overlays breaking my concentration all the time. Start Menu is still very app-orientated. I guess they don't care much for people using programs that they don't get a cut from. |
Thread: CAS commander in team games12 Aug 2015, 01:57 AM
No idea, sorry. Does attacking rear armour increase damage as well as penetration chance? In: COH2 Balance |
Thread: CAS commander in team games11 Aug 2015, 09:11 AM
CAS is pretty bad to be honest. Actually, I killed the ISU of a high level player with a single AT strafe once, shortly before CAS became widespread ![]() In: COH2 Balance |
Thread: Cruzz's The More You Know11 Aug 2015, 01:24 AM
In regards to cover being ignored at less than 10 units, say you have a wall/sandbags with a road (red cover) on one side, and neutral cover on the other. Will that mean that the squad on the road will take greater damage? Or does it simply render both squads as being in neutral cover? In: COH2 Gameplay |
Thread: Cruzz's The More You Know11 Aug 2015, 00:32 AM
Nice. Thanks! In: COH2 Gameplay |
Thread: Cruzz's The More You Know10 Aug 2015, 11:10 AM
I recall that pioneers had their vision increased to better synergise with the MG42, which can't see its own full weapon range. Does re-crewing an HMG42 with pioneers confer that vision bonus? Also, are there any other units with equal or better vision that would be good for re-crewing MG42s and AT guns? In: COH2 Gameplay |
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