Welcome to the jungle
Wololo

Thread: New Community Manager: JohnT_RE24 Feb 2021, 12:11 PM
Welcome to the jungle Wololo In: Lobby |
Thread: Upcoming Comander Update - Wishes23 Feb 2021, 23:31 PM
TBH i wouldn't mind if we deleted 1 or 2 commanders from EFA and just give people 15/30K in supply. The commanders you mention i feel are less that they are bad, it's just that generally there are others which offer similar things or better. I don't mind if there are commanders that share many abilities if at least they have something unique. For example, Fortified Armor with the Elephant. As far as unique abilities goes which could go to other commanders in order to diversify them we have: OH: Stun grenades, Single AT and AI strafes, Opel Blitz, Pinning Stuka Strafing run, Defensive fortifications, Breakthrough, SU: SVT, (Airborne rally/Guard Airborne), IL2 Rocket, FMR, B4, Advanced fortifications, In: Lobby |
Thread: Upcoming Comander Update - Wishes23 Feb 2021, 18:32 PM
Outside of the obvious changes which are more or less guaranteed to be changed: -Replacing Stuka Dive bomb/IL2 bombing strikes from ISU/Ele commanders -KV1 (probable the next meta after this patch) -Radio silence -Spec Ops Flares and probable UKF flare -Airborne IL2 Rocket strafe pen nerf OH: Changes to -Command PIV -Relief Infantry -Osttruppen Reserves (Mobile Def) Abilities which can be distribute to weaken commanders and are only used in single one atm -Stuka Flaming bombing run -Single pass AT stuka strafe -Single pass AI stuka strafe Commanders which need an update to current standards -Luftwaffe -Close Air support SU: Changes to -Guard Airborne troops. I still think one way to nerf the IL2 rocket strafe without touching the ability is to swap it with the IL2 AI strafe and make it vet 0. Generally improve this Guard and make it a single squad (similar to OH Jaeger Command squad). -Rapid Conscription -120mm small changes to cost/vet/pop -Fix to IL2 single strafe run -Spy Network Abilities which can be given -IL2 single strafe run -Small AT mines Commander update: -Partisans -Shock Army TIGER/IS2 I still think that they shouldn't gain range at vet 2 regardless of their current performance. Other 3 factions later In: Lobby |
Thread: Upcoming Comander Update - Wishes23 Feb 2021, 17:48 PM
Guys, you should check either: https://coh2.win/ https://coh2index.com/index.html Pretty easy to look at commanders and if you click on any ability it shows all commanders with that skill/unit. In: Lobby |
Thread: Cruzz's The More You Know22 Feb 2021, 17:04 PM
https://www.coh2.org/topic/84257/useful-interesting-threads-2-0 I still have to clean them up but that's a good compilation of several different useful sources of information. In: COH2 Gameplay |
Thread: COH2 & community is rare17 Feb 2021, 23:40 PM
1- Standing on the shoulders of giants. This franchise wouldn't be in it's current position without the copious amount of support and dedication from it's community. Many people who already left or are inactive had laid out the foundation upon which others have been able to pick up the torch and continue. 2- RTS players are a different breed of gamers. The genre requires a good amount of dedication for each specific IP, in order to learns the ins and outs. Compare that to any FPS/Fighting/Sports/Racing/etc game where you can more or less move from title to title with less to little inconvenience. A big part of the community basically goes for a really long term relationship with each RTS. Just take a look at how long SC2/AOE2/WC3 had been ongoing. 3- As other mentions lack of successful competitors. 4- Games designed to have long term support vs ones who are designed to expire after 1/2 years. 5- In terms of RTS, COH hits the nail to fulfill 2 specific niches. WW2 theme on one side. And the design decision of dropping the traditional focus on economic micro to focus more in combat decisions. This heavily drops the requirements in APM in order to perform. In: Lobby |
Thread: Attack ground, hold fire, and mg.17 Feb 2021, 02:21 AM
In my opinion every unit should have attack ground ability, units for example like Small arm fire is hitscan and doesn't have projectiles. Firing through smoke would render smoke useless against MGs. If you have issues with unpacking MGs, use attack command instead of clicking on enemy units. In: COH2 Gameplay |
Thread: Let's talk pop cap14 Feb 2021, 12:42 PM
Cost/time opportunity and versatility. You have at most 100 popcap to play with and you need to decide which type of tools you want to have. You can spread thin and be versatile (MG + mortar/sniper + 2x pak + artillery + main line infantry + engineers + elites + tanks) or play basic/brute force (main line + engineers + tanks) In: COH2 Balance |
Thread: Let's talk pop cap14 Feb 2021, 12:14 PM
Having a bigger army gives you a higher probability of winning the game. It's as simple as that. You simple don't like the concept of upkeep and popcap, with the last one been something that all if not most RTS implement in one way or another. While it's a generalist way to look at RTS, games which makes you micro manage heavily in tech and economy doesn't force you to constantly micro and battle your opponent (SC2/AOE2). You can get your 200/200 values armies. On the other side of the spectrum, you have games like COH/WC3. Which are more combat heavy, simplifying the economic aspect but forces you to think way more about your unit composition and what you are doing with it. In: COH2 Balance |
Thread: Winter patch Buglist 14 Feb 2021, 11:58 AM
MGs manual reload: -MG42, MG34 and Vickers: you can't activate the manual reload while unpacked and the cooldown timer stops while not deployed. -Maxim, DHSK, .50cal: you can activate the manual reload while unpacked (although it does nothing) and the cooldown timer ticks regardless if it's deployed or not. In: COH2 Bugs |
![]() |
![]() |
![]() |
12 | ||
![]() |
![]() |
![]() |
912 | ||
![]() |
![]() |
![]() |
7 | ||
![]() |
![]() |
![]() |
4 |