Indeed one of the big mistakes of the series beyond vanilla COH1 was making factions asymmetric in gimmicky ways. I like the blend of arcade and realism in COH but when fighting with my toy soldiers in WW2 sandbox maps I prefer it when the companies have vaguely realistic compositions with all forces having mortar and MG support and yes, snipers.
Differences in strength and capability and to some degree tier that they become available provide the contrast along with SOME other features like the bunkers they make and choice of light vehicles. I even liked the bought vet system in that it gave strategic investment choices notwithstanding its flaws.
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Thread: Coh1 and Coh2 - The good, the bad and the ugly18 Dec 2017, 13:32 PM
In: Lobby |
Thread: Coh1 and Coh2 - The good, the bad and the ugly18 Dec 2017, 11:40 AM
plus they had many unique vehicles which the current Brits don't have like the Kangaroo..... You’ve just triggered my PTSD In: Lobby |
Thread: DBP Compiled Patch Notes v1.0-v2.017 Dec 2017, 23:26 PM
I may well be wrong - another omission though volks - it mentions the vet 4 + 5 bonuses to accuracy but the sentence ends before it says "removed" Mods please feel free to invis these once corrections made In: Lobby |
Thread: DBP Compiled Patch Notes v1.0-v2.017 Dec 2017, 23:22 PM
Nitpicking but for the ost panther isn't it +20% armour at Vet 2 removed rather than +10% as stated above - I know this is minor and its not like there are any pedants on the forums In: Lobby |
Thread: 16,560 CoH2 players peak17 Dec 2017, 21:08 PM
I'm guessing that this has been timed with the patch to impress newcomers with the prompt updating and support the game receives and so lure them in to this multiplayer mode that has 8 pages of patch notes. Although it appears i'm being cynical, I hope it works for a few. In: Lobby |
Thread: DBP Compiled Patch Notes v1.0-v2.017 Dec 2017, 14:33 PM
Wasn't it announced that the Ost Panther received better MGs to make it more viable in one of the patchnotes. I don't see that now which takes us back to the point where Panthers are nerfed out the game. ( ͡° ͜ʖ ͡°) I think this was mentioned by mr Smith but might not be in patchnotes I thought it got the Okw panther mg’s In: Lobby |
Thread: Need some advice with OST17 Dec 2017, 11:38 AM
I'm planning to play mostly 1v1 at least in rankeds, not a huge fan of 2v2 and more, also I only got the original coh2 so I won't have any problems with US. Couple of other tips - faction is very munitions hungry. You need muni for lmgs/g43 upgrades on grens, for grens riflenades and crucially for a 150 mp 60 muni healing bunker in your base to keep health topped up, grens get a medpack at vet 1 but it’s expensive and slow way to heal. You also want to be able to lay teller mines (50muni). Which one shot light vehicles and cripple tanks, often a lucky/well placed teller is the line between victory or defeat. So muni is crucial. At tier 2 you can build panzergrens. These are ultimate glass cannon material they have great dps but again drop like flies- they cannot be used for assault but placed in green cover at medium range can shred enemy infantry, they can get double shrek upgrade (for loads more muni) but this is risky as they lose their AI ability and if squished drop these for your opponent. Tier 4 (panthers/ rocket artillery/brumbar infantry murderer) is considered unreachable in 1vs1 because reaching for it leaves you vulnerable for too long to tanks. The patch has switched some costs round and increased panther dps to help this but probably won’t make much difference. Standard build is a p4 not as a shock unit but as support to fend off light tanks and infantry followed by a stug whose high fire rate and stun ability takes out the enemy armour. In: Strategy Desk |
Thread: Need some advice with OST17 Dec 2017, 01:00 AM
I'm planning to play mostly 1v1 at least in rankeds, not a huge fan of 2v2 and more, also I only got the original coh2 so I won't have any problems with US. Ok grenadiers drop like flies in the face of enemy infantry and indirect fire BUT the patch will help this slightly by spreading their formation, reducing their popcap and nerfing some enemy mortars and overpowered allied infantry. The sniper is best because (I think) it fires faster than anyone else. US dont have a sniper, the brit one comes slightly later - the soviet one has two men and is a pain in the *** but fires slower and can be killed by a single mortar strike. The whermacht sniper is the best because of its fire rate and its health which can survive a mortar strike and because its the saving grace of wehrmacht in 1v1 i.e. without it they would drown. (again patch helps this 'slightly'). Heavy gren builds need G43 as it gives them damage on the move. The standard gren upgrade is an LMG42 which needs them to be stationary and takes time to aim - by which time 1-2 of their models are dead and they need to retreat. Mg and pak essential (all allies have dangerous light vehicles that you need to fend off till you get tanks) the mortar is the best in game if you can afford to have one (i.e. you need enough units to hold a line because if you get flanked you have to retreat everything). Grens mostly play a supporting role providing fausts into light vehicles (watch out for soviets sending jeeps loaded with flame engineers IF they got tier 1 which is penal troops and snipers and jeeps) and finishing off units suppressed by mg's but can work offensively if blobbed a bit with g43's or on open maps lmg 42's Traditionally your vetted grens get wiped by a single lucky tank/mortar shot in the mid-game but again this may be improved by the new patch In: Strategy Desk |
Thread: DBP Compiled Patch Notes v1.0-v2.017 Dec 2017, 00:44 AM
bump In: Lobby |
Thread: Wehrmacht symbol17 Dec 2017, 00:43 AM
Are there any reasons why developers painted it red? And do you know any mods that changes symbols to more historical? I doubt it - using the Swastika is illegal in Germany so I suspect even mods containing it would not be tolerated by steam or the developers In: Lobby |
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