Either it was verifying the gamefiles or this: https://www.coh2.org/topic/48681/coh2-responsive-menus-fix-nvidia
But now I was able to play an automatch game normally. Hope it lasts!
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Thread: Weird stuttering after the recent patch, game is unplayable21 Mar 2016, 21:57 PM
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Thread: My opinion re war spoils changes21 Mar 2016, 20:11 PM
If they remove stacking, 99% of bulletins will become useless. If they aren't that already. In: Lobby |
Thread: Weird stuttering after the recent patch, game is unplayable21 Mar 2016, 16:55 PM
I can start a game with 60-100 FPS, but after a few minutes the FPS drops to an unplayable level (sub 20s) for no apaprent reason and stays there for the rest of the game. So far I've experienced this only in automatch, I tried a couple of games vs the AI and the problem didn't occur there. However that was after I verified the game files. One time the FPS returned to normal levels after alt-tabbing but quickly dropped again. I can verify it's only a CoH 2 related issue since BF4 works fine with all maxed out except AA off for many hours. 3dMark skydiver has no problems either. I will post back here if verifying the game files helped or if the problem still occurs in automatch but atm I can't bother trying. In any case I think it's worth a thread even if verifying the game files works. Anyone else had the same thing and did you find a fix for it? |
Thread: Stuka bomb in base 21 Mar 2016, 13:55 PM
It's very easy to dodge, just move all your units away from eachother when you hear the sound of the Stuka. Unless he happened to time it perfectly with a massive retreat, which actually requires a bit of skill. In: COH2 Balance |
Thread: 2016 Roadmap 20 Mar 2016, 22:58 PM
He also stated they are working on completing the 2015 roadmap first. Wait, 2015 roadmap in 2016? On a more serious note, optimization and less p2w content would be huuuuge. In: Lobby |
Thread: OKW needs a rework20 Mar 2016, 10:35 AM
Just make OKW have to make choices on Volks honestly that's it. Have to research Flame grenades and make a dedicated AT Volks squad. I don't think they need to get nerfed to the ground as they really aren't that OP A couple of people have thought I want to nerf OKW to the ground, but that's not the case. I don't want any faction to underperform. I suggested many changes but it doesn't mean I want OKW to suck, I just basically want to make it like other factions with side techs and having units that have more dedicated roles and not so much "free" stuff that makes them too forgiving to play. In: COH2 Balance |
Thread: Optimal obs settings19 Mar 2016, 15:34 PM
I don't think you can really stream with a laptop, at least not a very good quality stream. But you can try downscaling the resolution pretty massively (like to 480p or even 360p). You can also try experimenting with the different filters under Video -> filter, there's the bilinear one that gives the best performance but lowest quality. Other than that I can't really help, other people have more knowledge about OBS settings and streaming in general. |
Thread: Soviet late game options/tips? (1v1)19 Mar 2016, 10:29 AM
In another note: anybody know any decent counter to Tiger + Stuka AT loiter, in this patch it seems that even without vision, Stuka can strafe my tanks which are being repaired deep in base sector (WTF) and Quad seems to deal jack shit to airplane. Yeah, AA in this game has to be one of the most inconsistent things ever. |
Thread: OKW needs a rework18 Mar 2016, 22:12 PM
Yeah I agree that the problem stems from the USF / OKW design, which both kind of support the blobbing gameplay. Which is pretty dull to play with and against, either for axis/allies. The problem with schreck blobs is though, that they counter early light vehicles without any effort and only benefit the OKW in terms of very easy veterancy - making the late game blobs even better. You don't see USF bazooka blobs that often though, if never, because it's behind a side tech. It could be the much needed fix for OKW too. The blobbing problem exists because the USF's only non doctrinal combat infantry unit is the rifleman squad, therefore you just blob riflemen - which are still relatively cheap. This forces the OKW to blob their infantry as well. Blobbing could be changed if all factions had a decent all-rounder unit but also dedicated (and non-doctrinal, more expensive) anti-infantry and anti-tank infantry units that would excel at their spesific roles. In: COH2 Balance |
Thread: OKW needs a rework18 Mar 2016, 21:44 PM
If you gotta say l2p, then I can say same for you when you are facing okw while adding I have seen pros countering volks easily so what is your problem? They can be countered, with BARs / M1919 riflemen but the problem is that schrecks on mainline inf kind of enforces blobbing playstyle and countering it forces either blobbing BARs / M1919s against them or maxim spam. And yes, maxim spam is currently way too effective. But the USF 50cal is a joke. Vehicles vs an a-moving schreck blob isn't the best of counters. So we are left with spamming maxims or creating another blob of doom of BAR/LMG infantry. Rocket artillery is a fine way to counter it, but USF and brits have it only as doctrinal options which is very wrong in terms of design. In general, countering the blobs is much more limited until later stages of the game. Mines can work if the blobber isn't capable of upgrading the minesweeper and using it with his blob. Coming from different directions against the blob can work on some maps as well but it's not an actual counter to it. In: COH2 Balance |
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Latest replays uploaded by TNrg
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GG on faymonville, mid-game didn't go according to planby: TNrg map: Faymonville Approach1-1,117
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GG on faymonville, mid-game didn't go according to planby: TNrg map: Faymonville Approach1-1,119
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[BETA] Fucked up early game, command Pz IV saves the dayby: TNrg map: Faymonville Approach1-1,048
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