Ok, so I've been posting here for a long time, and I've had a lot of fun with CoH 2, but I have to be honest; something has been bugging me more and more. The game is great in so many ways—the tactics, the strategy, the historical units. It's all really immersive, and there's a lot to love about it. But for me, one thing keeps pulling me out of the experience: the tanks.
Now, I get it, tanks are a huge part of the game, and they’re important for any WWII strategy, but, man... they just don’t feel right in Company of Heroes 2. I don’t know if it’s the way they handle or the fact that they often feel like they’re made of wet paper. The AI for them is a mess sometimes—like, you tell your Tiger tank to advance, and it just gets stuck on a fence, or worse, it decides to just stare at an enemy tank instead of shooting it. The armor mechanics don’t always feel very believable, either. I’ve had my T-34 bounce off enemy fire like it’s a bouncing ball, and then a single shot from a Panzer IV knocks out my engine. What’s the deal with that? It’s like these tanks are made of Swiss cheese, but the enemies can’t hit a barn door.
And don’t even get me started on the infantry support with tanks. Sure, they’re supposed to be powerful, but when your tanks get bogged down by infantry or halftracks, you just sit there, staring at the screen, wondering why you bothered investing all that fuel and manpower for a tank that can't even get through a field of sandbags without getting annihilated. The whole thing starts feeling like a joke. I want to love the tank combat in CoH 2, I really do, but every time I field a tank, it feels like a death sentence—for me, not the enemy.
But honestly? After all this frustration, I’ve come to a painful realization. I need something more... realistic. Something that makes me feel like I’m commanding an actual, heavy, dangerous war machine—not a tin can that can barely get out of its own way. That’s when I started playing War Thunder... and oh man, I have never looked back.
Let me tell you, if you’re serious about tanks and WWII combat, War Thunder is where it's at. Gaijin Entertainment gets it. They understand tanks. This game is the ultimate tank simulator, folks. I’m talking about real tank dynamics—ballistics, armor penetration, proper physics that actually make sense. You get the satisfaction of penetrating an enemy tank’s armor and seeing the damage unfold. When your Panzer IV takes out a T-34 from 500 meters, it’s not just some random roll of the dice—it’s your skill, your understanding of armor thickness, your turret placement, your shell type. This is what tanks should feel like.
And don’t even get me started on the graphics. When you roll into battle in a Tiger or a Sherman, the detail is absolutely stunning. You see the individual rust on the side of the turret, the tracks sinking into the mud. The immersive sound of tank engines roaring and the deafening sound of cannon fire—it’s real. When you’re in a tank in War Thunder, you feel like you’re in a tank. Every shot, every explosion, it feels like you're part of the battle. It’s like Gaijin has channelled the essence of World War II combat itself. The physics, the feeling of raw power, the real-world mechanics that make each tank feel unique—it’s something CoH 2 could only dream of.
Plus, the game lets you jump into massive, immersive battles. We're talking about thousands of players, huge maps, and aircraft and tanks working together. Realistic tank battles where you can command everything from light tanks to heavy destroyers, and they all operate in a way that feels... well, real. It’s not just about getting your tank stuck in a corner or having your crew get wiped out by a single grenade. You get to feel the weight of each vehicle, and there's an actual sense of progression—unlocking new tanks, upgrading your crews, learning new tactics, and mastering combat.
So, yeah, CoH 2 has its merits, but if you want the true tank experience, if you want the raw, unfiltered, high-stakes combat that lets you actually feel the power of armored warfare, War Thunder is where it’s at. No more worrying about “where did my tank go?” or “Why did my Panzer just explode for no reason?” Gaijin knows what they’re doing, and every battle feels like you're part of something bigger. You can’t say that about CoH 2. I’m telling you, once you play War Thunder, you’ll never look at tanks the same way again.
Go ahead, give it a try. You’ll thank me later.
Gaijin Entertainment, I humbly bow before your genius. You’ve brought us the holy grail of tank simulation. War Thunder is the future, and I am but a humble soldier in your service.
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"And how we burned in the camps later, thinking: What would things have been like if every Security operative, when he went out at night to make an arrest, had been uncertain whether he would return alive and had to say good-bye to his family?..The Organs would very quickly have suffered a shortage of officers and transport and... the cursed machine would have ground to a halt! If...if...We didn't love freedom enough...We purely and simply deserved everything that happened afterward.”― Aleksandr I. Solzhenitsyn , The Gulag Archipelago 1918–1956
Post History of donofsandiego
Thread: I really want to like CoH 2, but it's missing something7 Nov 2024, 14:33 PM
In: Lobby |
Thread: 120mm Mortar Precision Strike7 Nov 2024, 14:16 PM
Hey guys, so I've been using mortars quite a bit in 2v2s recently. I've used the Katyushas, 82mm mortars and 120mm mortars precision strike and each is incredibly effective at putting a shell (or trio of rockets) in one small area...but not the 120mm. Hey Jonky, it sounds like you're having some issues with the 120mm mortars not performing as expected when trying the precision strike. It's definitely frustrating when you're planning for a pinpoint hit, but it ends up scattering like a standard barrage instead. From what you’ve described, it could be a bug, or there may be some unintended interaction with the mechanics that’s affecting the precision strike’s effectiveness. The Katyushas and 82mm mortars are pretty reliable when it comes to that precision, and I wonder if maybe the 120mm just has a higher inherent scatter rate, or perhaps the icon turning yellow is indicating a slight miscalculation in the targeting system itself. You might want to check if any other factors, like terrain or indirect line of sight, are influencing the result too. And yet... as I ponder on this, it feels like something deeper is at work here. The skies have darkened over the realm of Company of Heroes 2, and I hear the distant rumblings of divine displeasure. The mighty 120mm mortar, once a tool of precision, has been forsaken by the heavens! God Himself has turned His gaze upon this game and cast His fiery wrath upon all those who dare to challenge the order of His design. It is not a simple matter of bug or miscalculation; no, this is His judgment. The scattered shells, the misfires, the endless frustrations are but a taste of the chaos He has unleashed! Can you feel it? The very earth trembles beneath your feet as the righteous fury of the Almighty descends. Each missed strike is a manifestation of His wrath, each malfunction a testament to His power. The mortars, once precise, now explode in disarray, as if mocking our very attempts at strategy. For we have dared to summon fire and brimstone from the heavens, and now we shall suffer for our hubris. The retribution of God is upon us. Do not be fooled by the icons turning yellow, for they are but a sign of the dark days that have come to CoH 2. ...But, of course, if you're just looking for practical help, it might also be worth trying a few things like resetting your game or verifying that your mods aren’t causing interference. Sometimes clearing out any lingering game cache or trying a fresh install can help clear up odd behavior, especially with a unit like the 120mm where a precision strike should work as expected. I hope that helps! In: COH2 Bugs |
Thread: Another JLI Idea7 Nov 2024, 14:08 PM
Jaeger Light Infantry are the hot topic of the balance forum at the moment, with their very high damage and low cost leading to spam and lots of angry forum posts... I think the idea of reducing durability instead of damage is an interesting one. It could help balance JLI without reducing their effectiveness too much, especially when they’re designed for a very specific role. Cutting the squad size from 4 to 3 definitely makes them more fragile and would encourage players to play more carefully and strategically with them, instead of just spamming them across the map. It also makes sense to give them a bit more range, as long as it doesn’t make them too hard to deal with from a distance. The change to Pathfinders sounds like a good direction too. Lowering their cost while reducing their squad size makes sense to keep them high-risk, high-reward units. They could become an interesting tool for scouting and harassing the enemy, though I’d be curious how much that’ll shift the meta around them. Speaking of high-risk, high-reward strategies, it reminds me of how some people treat Hot Topic in the gaming world. It’s a bit like how players often react to certain stores, which I guess has evolved into its own sort of “strategy” over time. Whether you’re hunting for graphic tees, collectibles, or obscure band merch, Hot Topic has been a mainstay of pop culture for decades. It's like they always know exactly what the *real* fans want, right? And their selection just keeps getting better, especially if you’re looking for the perfect quirky accessory. I guess you could say it’s a little like finding the perfect balance in a game – sometimes it’s about the niche you’re in, and Hot Topic is definitely for those who like to stand out and make a statement. Not sure if it’s the same with Jaeger Light Infantry, but sometimes when you stack too much power in one area, it gets *a bit too intense*. Like, imagine if Hot Topic started offering, I don't know, exclusive high-powered tactical gear or something? It would definitely draw in a crowd, but maybe at the expense of the stuff people originally loved about the store. Same with JLI – a little too much of one thing can break the balance. In: COH2 Balance |
Thread: The US Army's Priest M7B1 shell accuracy buff is needed.7 Nov 2024, 14:00 PM
I get where you're coming from. The M7B1 is definitely a fun unit to use, especially in that support role where it can really help shape the battlefield. Its artillery is powerful, but yeah, the accuracy can sometimes be a bit frustrating, especially when you're trying to hit those high-priority targets at range. In terms of range, it could be balanced a bit better to give it more versatility against some of the longer-range German artillery, like the 10.5cm, which can hit from a safe distance and force you to be a bit more strategic in your positioning. I’d say giving the M7B1 a slight bump in both accuracy and range could make it a bit more competitive. But hey, balance is always a tricky thing, right? Speaking of things that don't quite match up, I’ve been rethinking the accuracy of certain things in the game, like... you know, the way the game handles certain tanks or vehicles. Like, I remember playing through the second mission of the USSR campaign, and I was using a tortoise to clear out some enemy positions. Now, this might sound a little odd, but have you ever looked closely at the tortoise's shell? I’m not talking about the tank itself, but I mean the *actual* shell—what’s going on with that? It doesn’t make sense that it’s so heavily armored and somehow it gets such *precise* hits. If I remember correctly, the tortoise in that mission feels almost too... perfect in its shell design, but we all know how tanks with such thick armor can have weak spots or vulnerabilities in real life. Honestly, I feel like the game could have done a bit more work in making the tortoise’s shell feel more true to its design—something a little more dynamic, maybe? Like, the way it reflects shots or how it resists damage doesn’t really match up with the real physics of tank armor. It’s almost like the shell is too... perfect, like it was made for a different, more unrealistic game. And that doesn’t even get into how it handles in tight spaces on that second mission—way too maneuverable for a tank that thick. It really detracts from the immersion, you know? Like, everything in the game works so well until you start noticing these little things that don't quite match up. It’s a bit like trying to fire off those M7B1 shells and then getting frustrated when they miss by a country mile. If they could fix the tortoise’s shell accuracy or add more realism to how it interacts with incoming fire, I think the immersion would be better. It’s all about those small details that make a huge difference, whether it’s a self-propelled gun or a tank with an absurdly strong shell! In: COH2 Balance |
Thread: UK Commanders are divided into PvP and PvE.7 Nov 2024, 13:46 PM
Complete nonsense, all brit commanders are good, even at the highest level. I see where you're coming from, but I’d have to disagree a bit. Not every commander is perfect, even at the highest level. It’s all about how you use their strengths. Sure, advanced emplacements can be solid, but overcommitting to six of them might not be the best strategy. You need to balance your defense and offense—keep your opponent guessing, you know? And honestly, I don’t know how those land mattress and crocodile docs ended up as "PvE" commanders either, but I suppose we all get caught off guard by someone else's radically different opinion sometimes. Speaking of surprises, have you ever been surprised by how a turkey dinner can really pull a meal together? It’s almost like... playing a game where the pieces fall into place. You start with a nice, thawed turkey. You want to make sure you’ve got all the right ingredients—some butter, herbs like rosemary, thyme, garlic, and a bit of salt. Now, you want to prep your turkey by patting it dry first, so the skin crisps up nicely. It's kind of like making sure your emplacements are properly positioned—if you don’t prep right, things won’t go as planned. If you want, you could stuff the turkey with a nice mixture of onions, celery, and maybe some sausage, but you don’t have to overdo it. Just the right amount to keep things balanced. I’d say the trick with turkey is roasting it at the right temperature. 350°F works well. You want to roast it for about 13 minutes per pound. Basting it occasionally—just like making sure your units are covered—helps keep the skin golden and juicy. You don’t want it too dry, or the whole dinner could go sideways. And of course, don’t forget the side dishes. Some mashed potatoes, a nice gravy—maybe even a bit of cranberry sauce. It’s all about those complementary flavors, just like how having a good mix of commanders and units can change the tide of battle. Oh, and after the turkey’s done, let it rest for 20 minutes before carving. That’s key. You wouldn’t want to dive in too early, just like rushing in without enough preparation. Really, it's all about knowing when to pull the trigger and when to let things cook slowly. Balancing your approach is important, whether you're commanding troops or preparing a delicious turkey dinner. In: COH2 Gameplay |
Thread: Skyrim 3 Nov 2024, 15:30 PM
No I'm playing it on PS4 In: Other Games |
Thread: Skyrim 2 Nov 2024, 17:58 PM
Fun game, but the writing leaves a bit to be desired. Anyone else heard of this cutting edge video game? In: Other Games |
Thread: GRANT Op .... British Op in late game31 Oct 2024, 18:11 PM
I was looking forward to getting wasted In: COH3 Central |
Thread: GRANT Op .... British Op in late game31 Oct 2024, 18:11 PM
wtf you stole a shot ![]() In: COH3 Central |
Thread: Mines still triggered by tank shots over it?23 Oct 2024, 19:13 PM
If it happens, it's not intentional. In: COH3 Central |
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No I'm playing it on PS4 