Rather than AT nades, maybe a choice between the DP and PTRS would be another option no?
That would make tank hunter tactics nigh pointless... like 60% of SU commanders.
Thread: Beef's Beef: Soviet Infantry Woes4 Feb 2016, 03:01 AM
Rather than AT nades, maybe a choice between the DP and PTRS would be another option no? That would make tank hunter tactics nigh pointless... like 60% of SU commanders. In: COH2 Balance |
Thread: community feedback - soviet4 Feb 2016, 01:01 AM
You should add some option for I dont know for each unit. For example i dont use KV2 or T34-76 for ages. If I(and many others) fill ALL points it ruin the results. KV-2, in it current form, is a strange beast. Emphasis on beast. Since it only comes from the new and "improved" soviet industry doctrine, you are married to it's call-ins and have to work around it. It's normal firing mode has a 10 second (at 0 vet) reload and a t34s range. In stationary mode it has the range of a mortar and a rate of fire that as low as 3 seconds. It trades RoF for vision and it becomes almost completely dependent on other units for vision. It also gains a deadzone the length of 2 KV-2s around it, though it can fire in a 360 degree arc. At vet 1 it gets the standard cap ability that is surely has no use for as an unsupported kv2 is a dead kv2. At vet 2, provided it has vision, it will be able to cover 2 VP on most maps as its range and accuracy increase dramatically. When you get vet 2, you back it up, stick it in a nice, hard to flank spot covering as many important strategic locations as you can, and park the motherfucking bus. At vet 3 it gets movement and acceleration bonuses and this is the only time you should consider taking this show on the road as a vet 2 KV-2 should always be parked unless you are being rushed. It is damn near immune to half track rocket arty and only needs to move when it is being rushed by multiple tank destroyers or more than 2 medium tanks. Tank killing aircraft will kill a KV-2 as will most on/off map arty pieces so you should always play it safe so keep it alive to get vet 2. At all times it should have at least 1 KV-8 and an SU-85 or SU-76 and a few cons. With the amount of callings this monster is going to incur, zis guns are a liability. Behind it should be as many repair stations as you can build. I had not meant to write that much, but I do love me some KV-2 In: COH2 Balance |
Thread: Everyone hits no and still get surrendered in winning game3 Feb 2016, 23:59 PM
The Warnings Log file is the file we need. Thanks http://pastebin.com/dSFHWbCx Who on your team Triggered the Surrender Vote? I believe it was the UKF player. I spoke with the other soviet player after the game and he said he didn't hit yes so I assume he didn't initiate it either. The call to vote and the surrender happened within a second of each other. There was no time to even choose. In: COH2 Bugs |
Thread: What to do against T-70 guys?3 Feb 2016, 20:54 PM
I started playing in the beta and I agree with everything you've said. However, it is hard to trust guards as well as they are constantly dropping their shit and the investment needed to Button, oorah, snare. On paper it works but not when the guards get shredded by the pintle mount or the tank just smokes away... I remember when the su-85 had a bulletin that gave it 10% longer range. I built them religiously back then. Nowadays I tend to rely on su76 into kv8 and kv2. With a few zis if needed. kv8s for blobs and kv2 sitting way back smacking tanks and wiping squads. Thank god it cant be harmed by HT rocket arty. |
Thread: What to do against T-70 guys?3 Feb 2016, 20:26 PM
As a SU main, we have 1 non-doctrinal and 2 doctrinal infantry. That's it.
For 240 munitions and the cost of a bunker with an mg, you get an easy to defend VP.
4 model squads that become either inf killing or tank killing monsters depending on what you buy them.
YOU forget that non-doctrinal soviet armor is garbage. It is at the point now where unless I am being cheeky, i never get a t34/76 because I know that it will come out at the same time as something that can kill 90% of the time 1v1. You are paying for a tank that does what it is supposed to do. When was the last time you were worried about a lone t34/76?
As soviets, all we have is zerg. There is very little finesse to playing SU. Zerg, punish, and if you manage to get the advantage PRESS AS HARD AS YOU CAN because the next phase of german bullshit is on the way so you better gain what you can while you can. |
Thread: Everyone hits no and still get surrendered in winning game3 Feb 2016, 20:10 PM
Its in the Documents/My Games/Company of Heroes 2 Folder. The File gets over writen every time you boot up the game. So if you've played a Match since, its gone I have a recent replay file And the logs that go along with it. I don't know what log you specifically would need so I just made a copy of the entire coh2 folder under my games. That way I can still play while I wait to hear back from you. In: COH2 Bugs |
Thread: soviet mortor flare problem3 Feb 2016, 20:06 PM
At 24 minutes a 120mm mortar uses a flare ability which consumes the munitions and goes on cool down but does not fire. This game also ends in a mysterious surrender that only 1 person (the one who called for it?) requested according to the other guy i spoke with after the game. This was brought up by myself a few weeks ago in this thread. I will discuss that issue there and which log file you want. In: COH2 Bugs |
Thread: 120mm flare bug3 Feb 2016, 20:02 PM
also surrender bug In: Replays |
Thread: soviet mortor flare problem3 Feb 2016, 18:48 PM
I have had the same or a similar issue with the 120 as well. I will try to reproduce it. In: COH2 Bugs |
Thread: If you could ban any one faction in team games3 Feb 2016, 06:35 AM
You must have lost your damn mind UKF has some of the best one liners I have ever heard in a game. In: COH2 Gameplay |
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