Commanders
https://community.companyofheroes.com/discussion/comment/273325#Comment_273325
General/1.6.1 updates
https://community.companyofheroes.com/discussion/comment/273406#Comment_273406
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Game Name: Hon3ynuts
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Post History of Hon3ynuts
Thread: how to play with new commanders?2 Dec 2017, 20:09 PM
In: COH2 Gameplay |
Thread: how to play with new commanders?2 Dec 2017, 19:19 PM
In Coh2, go to Modding hub under in game store. Subcribe to DBP 1.6.1(if clicking the top right + does not work show in workshop and click subscribe there) It shoudl be featured but if not browse or search for it. You will probably have to restart coh2. After Restart go to the modding hub again and play the mod. I would also recommend trying to download the cheat commands mod if you really want to see things quickly, you can add cheat commands to victory conditions. In: COH2 Gameplay |
Thread: December Balance Preview1 Dec 2017, 20:11 PM
There is a possibility of different ammo such as heat or sabot, but the Jackson already has that. Anyways the Sherman main gun is actually quite good. When fighting armor it has identical stats to the Cromwell gun and the Sherman 76/M4c pen is only 10 more. Definatley didn't realize that the Pen was so close but the reload on the M4c is much better at vet 0 its 4.5~ seconds on M4c and M4a3 is 6~ at vet 3 its 2.4~ seconds on M4c and M4a3 is 4.6~ Basically the M4c fires almost twice as fast at vet 3, which is why its good vs armor. Its also incrementally faster. That is with soviet veterancy and not including radio net. It would be nice to have a 76mm variant but i think the stats could be adjusted to better differentiate them if both stay in mechanized. In: Lobby |
Thread: December Balance Preview1 Dec 2017, 16:06 PM
A lower setup and less damage sounds appropriate. As long as It can't get out dpsed by vehicles it presently kills 1v1 when setup I think It will improve the units usability. ex. if aa ht or a scout car with ptrs guys in it can walk up and kill it, the unit will be too weak, but other than that it will be able to help win fights more easily while not inflicting as much bleed In: Lobby |
Thread: December Balance Preview1 Dec 2017, 15:38 PM
You make a good point about being hard to vet. If it had no setup though it would probably come too early for something with that much firepower. Potentially lock it behind medics or delay it in some other way. A good goal then would be to make it come a bit later but be more effective throughout the game without the vet then. This way it would be less of a win now become useless later unit. In: Lobby |
Thread: [DBP] USF Mechanized Company Assault Engineer call-in.1 Dec 2017, 15:23 PM
The problem with this call in is All these things have been changed A: the cost has been changed to 460/30 B: the timing is 3 not 4 cps C: The durability of the engineers and Halftrack have been improved. In: COH2 Gameplay |
Thread: December Balance Preview1 Dec 2017, 15:00 PM
The Flak Truck is a good unit, but it also is just about the worst scaling unit in game. When an AT gun comes out it becomes entirely useless as the at gun has several seconds to point at it while it sets up. You may be able to remove all the setup time and just require it to be stationary to fire with the proper amount of vet to see if that helps. In: Lobby |
Thread: December Balance Preview1 Dec 2017, 03:35 AM
Observations on 1.6 Mechanized notes- No handbrake m5(it doesn't do anything) No range indicator wc51 damage ability No withdraw and Refit, commander given the vehicle capture ability instead, not mentioned in notes Recon support greyhound ui 3 cps, comes at 3 cps, notes said 4 greyhound main gun bullets disapeared vs decrewed pak several times M8 canister costs 40, patch notes say increase should be changed to decrease form 50-40 AT Paratroopers do not have hold fire in Recon support Major Fake barrage has differnt hotkey and location to Recon support Fake Barrage(not a big deal but you guys have been making a point with hotkeys) Recon Paras seem to build mines faster than Assault engineers, squad sizes related? OKW Kubel handbrake not working like m5 Fuerstorm Nobody has salvage anymore lol The two OKW doctrines seem like they are a bit weak still, but ill put more subjective stuff in the commander thread In: Lobby |
Thread: How do I counter mass Penals or Penal Blobs as Ost?30 Nov 2017, 22:14 PM
Penal Openings are generally slow to cap the map initially. Garrisoning key buildings and holding green cover positions defensively can help you inflict greater manpower bleed as your opponent tries to gain map control from you. This can also give you an advantage in veterancy which is key since penals get 60% additional accuracy by vet 3, thats the stat that makes them particularly good. |
Thread: Okw smoke in 1v129 Nov 2017, 21:22 PM
Problem with med truck is you get destroyed if you don't go luchs because volks can't stand up to 2x BAR, 2x Bren or penals. Then you have to rely on the underwhelming team weapons of OKW or Obers which come late and take awhile to vet at that point. Don't worry, you can fall back on the IR Halftrack ![]() It really is a shame that a unit slot in a tech building is wasted on that, Moving it hq or something and getting a real unit in would be wonderful even if very unlikely. In: COH2 Balance |
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