

Thread: Best Tanks and Worst Tanks to use in v131 Aug 2018, 10:14 AM
We need to buff ISU-152 back to previous glory in order to make JT/Ele useful in 1v1 once again! ![]() In: COH2 Gameplay |
Thread: [CRP] Merge with Comissar squad29 Aug 2018, 05:33 AM
Commander Revamp Patch bugs: 1) When merging with Commissar squad without comissar model - conscripts will have no weapons (would pretend to have invisible pistols) 2) Unable to merge with Comissar squad with ONLY comissar model. In: COH2 Bugs |
Thread: Feedback for Commander Revamppatch28 Aug 2018, 12:17 PM
Enjoy the mod and play alot of games. Have you tested Fight to the Death with Soviet Sniper? Isn't it too OP? In: Lobby |
Thread: Soviet Team Games28 Aug 2018, 09:36 AM
OP, try to go instant T1 into Sniper as a first unit. It works well on most maps. If you're playing against OKW build M3A1 as second unit in order to counter Kubel. You should have enough MP pretty much right after you've finished building a sniper. Sniper (if supported by your ally) should make short work of OKW sturmpios, Wehr Grens and MG42s. The only REAL problem is Kubel. That's why you need to build M3A1 in time. Watch out for enemy sniper. There are two things that is useful for dealing with him: - Radio Intercept - it will allow you to know IF enemy sniper was built - Recon Flight - this will reveal enemy sniper, but comes kinda late There is only one commander that have both abilities - NKVD Disruption Tactics. Some say that this commander is complete trash because it has only muni abilities, but I feel that after latest series of buffs to Soviet stock units it may be not so bad. I've tested him only a few times so kinda hard to make a conclusion. Radio Intercept also should help you to find out if enemy went Kubel and so you would know if you need to go M3A1 to counter it. I've came to conclusion that M3A1 is kinda weak investment in 4v4, so I don't build it other than for this purpose. Once you've pushed enemy back you need to dig down - place sandbags if you have Cons, ask your teammate if you don't. I usually end up with 1 sniper and 3 penals (one upgraded with PTRS), sometimes one Cons to reinforce flamer CEs and PTRS penals if needed. In: COH2 Balance |
Thread: AI Grenade ratio usage per faction from GCS2 quali2 Aug 2018, 10:40 AM
Grenade Assault: 0 ![]() Seems like OKW/OST need to continuously use grenades to stay in / win fights which is my personal experience as well. Usually leaves the Allies (especially the Russians) with a disproportionate amount of spare munitions to dump into weapon upgrades, mines, abilities and offmaps. Seems like Allies (especially the Russians) need to continuously use weapon upgrades, mines, abilities and offmaps to stay in / win fights which is my personal experience as well. Usually leaves the OKW/OST with a disproportionate amount of spare munitions to dump into grenades. In: COH2 Gameplay |
Thread: Is it time to rework howitzers?19 Jul 2018, 11:10 AM
I agree on stun. I don't like mechanics that take away control of unit. Suppression would be better. Suppression for multi-shell howitzers is a way to make them do at least something against infantry (holding them in area of barrage for some time through speed reduction). You can argue that they are not supposed to be used against mobile units, but in combination of reduction of lethal radius that I've mentioned earlier, I think it would be fine. In: COH2 Gameplay |
Thread: Is it time to rework howitzers?19 Jul 2018, 09:41 AM
I really like how they've dealt with some previously wipe-or-miss units and abilities - increase AoE, but reduce lethal radius. This was done for 120mm mortar for example and IMO results are positive for both sides - giving and recieving. I think this is the way to go. Other thing I have in mind is to add stun effect in AoE larger than damaging AoE. In: COH2 Gameplay |
Thread: Second Commander Rework6 Jul 2018, 10:51 AM
I wonder why NKVD Rifle Disruption Tactics got so many votes? I thought Soviet commander votes will be quite spread out among Shock Troop commanders and a few others. In: COH2 Gameplay |
Thread: Unused stuff in CoH2 (for commanders update)4 Jul 2018, 10:57 AM
I'd like to deploy some dudes with stuff here and there. In: Lobby |
Thread: Remove the T34/76 model variant with the fuel tanks18 Jun 2018, 20:31 PM
Looks like someone got rekt by T-34-85 ![]() In: COH2 Balance |
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