There are more than 7 active players, more like 2000. If you queue for 2v2 random you will likely always find between 6 and 20 players in the queue. Just FYI.
Yeah, you're right, that was probably uncalled for on my part. xD
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Thread: Does the AI cheat?4 Feb 2018, 19:44 PM
Yeah, you're right, that was probably uncalled for on my part. xD In: COH Central |
Thread: Does the AI cheat?4 Feb 2018, 15:14 PM
Thanks guys for your posts, but just a subtle reminder, I'm asking about vCoH ![]() In: COH Central |
Thread: Does the AI cheat?4 Feb 2018, 07:39 AM
Hi, I decided to spin up the 'ol vCoH machine, and before diving in against the 7 people who still play, I thought it would be best to try a skirmish game or two and... I was annihilated by the AI... I don't remember the AI being at all competitive, and all of a sudden I'm running into really odd builds which, on their face I feel shouldn't be working, like 8 Volks into Ostwinds? O.o and getting thoroughly crushed. Not only that but unit performance really doesn't seem right. One instance that sits in my mind was a fight on Angoville outside my base, 2 BAR'd Vet1 rifles got literally eviscerated by a fresh MP40 volks team, albeit in no cover. Has my skill just decayed to a woeful level, or what? Anyone have any clue what's going on? In: COH Central |
Thread: Recon support opinion4 Feb 2018, 06:49 AM
I was toying around with this since Para's are my favourite unit. It definitely feels like you're playing one of the early WFA patches, ie. you're actively choosing to have all the flaws of the USF (no indirect fire/siege, shaky AT options) and if you want Para's this seems like a better option than the actual AB Coy ![]() But! I digress, since you do lack the new fun tools, I found you actually have to build around the paths for the advantage you get in vision, and the only somewhat reliable artillery. This meant changing the early game capping order a little, maybe taking 2 rifles hunting trying to farm CP's and taking the economy hit, double RE's to backcap didn't work. Do the IR paths have the snipers? 'cos they seem to hold their own in combat. They remind me of the the old Jaeger squads, particularly with vet. I wish the artillery could still delete an OKW HQ truck, as well, but maybe that's too far. The mine drop is also more useful than I thought it was going to be, again paired with path vision, I found I could turn games against a turtling player by pushing up against my opponent ever so slightly in a counter attack, then dropping the mines just behind my opponent, either forcing him back into them, or routing his team weapons. However, using this often (which I felt you had to, particularly in the mid/late game since you lack reliable killing power/indirect fire) + IR arty means no BAR's/Zooks, and worse, no Para upgrades. ![]() The capture territory ability is far more useful as well than I thought at first glance. I usually go Lt, since the cmdr. overlaps well as a lazy version of T2. This means if I'm clever and preserve an M20, or actually bother with the M8, I have an ace up my sleeve for actually harassing, or I have a super tool for the close VP games. The Axis have very little they can do against this, unless they're playing a very fluid, maneuverable game from the off, which probably means they're trying to outflank you which mean's you're in the lead anyways. Paras however... don't seem all that great :/ and that's the issue. Since this cmdr. lacks the outright killing power of the Calliope or Rifleman 30's, you're looking to Paras to provide some steel on the front line, either as shock troops or stalwart defenders and, even with the ability to reinforce in combat, they really don't hold up well enough. Rangers far exceed their performance. They melt to things like Falls, Obers-- PG's even make them think twice, even with 30cal's which, as we mention are still prohibitively expensive. Adding a .50cal helps, especially since I still don't think Axis expect to get suppressed against the USF, but the midgame with this commander is such a toil, and late game against OKW once they get Vet3 + feels like a real uphill battle, since you're always asking where your squad wipes are coming from. It seems you require your entire force to take down 2 volks. So, in conclusion, I think you can make things work if you can get a Major and a Sherman + Jackson out in a reasonable time, but you should be doing that anyway using only the core force. This commander doesn't add anything that really stands out as being overtly useful, like Guard Motor or Lightning War, and that's too bad; but the design is solid albeit average, and I think there's a fair amount of character there. In: COH2 Balance |
Thread: Coh 2 after March patch = penals blob / lend lease17 Jul 2017, 02:11 AM
The Guar Motor t34/85 vs Tiger Time and the Tiger Ace release days
ISU vs. Ele on Pripyat anyone? xD In: COH2 Balance |
Thread: Game-breaking IR Halftrack bug?17 Jul 2017, 01:32 AM
I recall something similar happening in the closed beta for the UKF where the advanced AT warning in the Partisan commander was displaying units permanently on the mini-map. I would be curious if what was happening there is similar to what was captured on stream. In: COH2 Bugs |
Thread: PLAYERUNKNOWN BATTLEGROUNDS6 Jul 2017, 13:55 PM
Game is slated to be finished in 6 months. (RIP h1z1/dayz) I agree with you, but partially Gdot. The game is planned to be "finished" in October. Personally, I have felt the effect of improved/more servers but none of their actual code optimization has helped me, and reading the steam discussions I'm not convinced it's helped many people either (obviously there is a bias there, people are more likely to be playing rather than posting if it works, but hey) Three months from gold means we can pretty much expect things to be in pretty much their final state, and unfortunately that means for things like: the interaction, movement, animation, sound and performance, I think the safe bet is: what we see is what we get. Now, that's "fine" I don't begrudge them their success, the player base is amazing but I'm not sold that this is the transcendent cultural moment that many people are making it out to be. In: Other Games |
Thread: PLAYERUNKNOWN BATTLEGROUNDS6 Jul 2017, 13:35 PM
Something doesn't have to be technically sound for people to enjoy it. We derive entertainment from all sorts of places. Things like disaster movies or B 80's actions movies are brilliant fun. PUBG in it's current state is similar; unfortunately I found that once the charm of how broken it is wears off: clipping through the earth, the soul punishing lag, awkward movement, cheaters (although rare ime) culminates in a game that stops being fun in a hurry. I don't really like the Eastern European motif, the faux ballistics-- although better now-- are still a bit confusing, and on the whole I find the weapons to be disappointing. The pacing is also very very poor. Most games resemble: a looting frenzy, followed by a U-Boat patrol simulation, running to a vantage point swiveling your neck around like a conning tower, and then a final firefight whereby whoever-- by luck or skill, either one is as important-- is in a better position within the last two rings wins. Playing with friends can reignite the charm, but it's still tough to look past how tedious it is to fight against the game. Having such an incredible player pool and being able to play game after game after game, trying again immediately after spectacular failures is by far it's saving grace. having munchkin friends helps. In: Other Games |
Thread: Company of Heroes 2 Not so Balanced US Forces need real Buff3 Jul 2017, 11:28 AM
Remember the days when every fifth "balance debate" were big swooping dramatic discussions about minutia and power dynamics at the very least, not just "I play faction X like Y, please make it viable". Not to discourage you too much OP, or seem too too crotchety, but I refer you to Findeed's post. In: COH2 Balance |
Thread: Discord Signup18 Jun 2017, 21:50 PM
turbotortoise #9426 May I be added plz! ![]() In: New Members |
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