There should be less of an elo/rank hit if you lose to an actually good stack, and on the otherside a AT beating low ranked mismatch randoms all the time *should* take alot of effort to rank themselves up; but im pretty sure thats already the case in both regards.
Plus a trait of being an actually good high ranked random player is being flat out better or equal to most AT's you'd come across
If you're just complaning about a difficult game and dont care about rank, might i recommend the public game list mode instead theres alot of free wins ready to be collected there
Profile of CookiezNcreem
Register Time: 19 Dec 2013, 18:31 PM
Residence: United States
Nationality: United States
Game Name: CookiezNcreem
Register Time: 19 Dec 2013, 18:31 PM
Residence: United States
Nationality: United States
Game Name: CookiezNcreem
Post History of CookiezNcreem
Thread: why arranged team ladder can meet solo ladder player!4 Dec 2020, 23:53 PM
Thread: World Championships is/was stale as old bread28 Nov 2020, 04:40 AM
28 Nov 2020, 01:34 AMTric
Im sorry you felt no one valued your difficult work. From what i saw video of it; it looks pretty cool, and interesting actually, admittedly i havent been really around lately or i wouldve definitely been one pushing for it or for something like it to see the light in a major tournament.
Thread: World Championships is/was stale as old bread26 Nov 2020, 00:09 AM
25 Nov 2020, 13:29 PMSander93
Yes, The Ostruppen Conundrum is a great prime example, youre right. but, thats not really an argument against bans, is it? If anything youre helping the argument for even more bans than 3. at least for Ostheer/soviets, because of the overlap of meta units across multiple doctrines, and because those factions have SO MANY commanders that it's impossible to really balance.
Theres no reason to settle for less here.... The balance team over the period of 8 years has simply lost the war in terms of eliminating and not adding terminator meta doctrines, and thats OKAY. Why? Because its essentially IMPOSSIBLE.
There has not been a esports developer YET that; to my knowledge that can successfuly tackle this "hero/commander/operative" system......... without having some sort of ban system as well at least in COMPETITIVE PLAY. which is why I dont understand why COH2 INSISTS on living life the hard way, and living in 2013.
Theres just no reason for it. We can work a ban system in to tournaments and it wont require a drop of code or development work. We just need tournament admins that can use microsoft excel and track what commanders are banned in certain matchups lol. You might need to get an artist to make a ban overlay for the streams or replays. Thats it.
And again I gave an example of how 'ban one and the other will work just fine' is just not simply a blanket statement argument that you can use across most of the factions and doctrines. If Ostruppen for example are THAT batshit op and polarizing as you say; to where people are legit only picking these commanders for that one singular starting unit and barely touching the other abilities then we should be talking about deleting ostruppen from the new revamp commander at this rate. Thats a balance issue in itself, that obviously again we apparently struggle with weeding out before things go live. But thats really just a whole nother can of worms that i'd rather not get into because that discussion just isnt gonna get anywhere.
Point is. We CAN save ourselves from USF mechanized EVERY GAME. We CAN save ourselves from IS2 stalling. We can save ourselves from Grand offensive, and yes, even ostruppen...every damn game. We CAN promote creativity. it is a GOOD thing. ADD BANS.
Just save ourselves the controversy and pain. Allocate commander vetos in competitive relative to the total commanders the faction has available overall and you will magically see top percentile tournament games become an infinitely better product.
Thread: Share weapon animation between races?25 Nov 2020, 12:05 PM
24 Nov 2020, 22:24 PMhamonteixeira
i'm not sure EXACTLY how to fix that, but im pretty sure its not your fault. that might be something to do with the 'projectile marker' being different for the soviet mosin/SVT compared to the Grenadier K98, the 'marker' being what decides where projectiles like a rifle grenade or tank shell spawn at and appear from a unit or weapon. thats something that to my knowledge at least is NOT editable in the mod tools, you can only change which pre-existing 'marker' on a animated model is used.
And ofc, the Mosin or SVT was never intended to fire riflegrenades originally whatsoever by relic so it was never given a proper marker for launching rifle grenades, or projectiles. while on the flipside something like the USF M1 Garand youll find should not have this issue and can fire a rifle grenade synced up just fine.
The workaround may just have to be your Soviet squad using a lend lease M1 Garand equipped with a nade launcher
(Use the above described method to give your Conscripots the ability to wield M1 Garands without BlueBoxing, and then copy the Rear echelon Doctrinal/fighting pit rifle nade ability or the USF smoke grenade ability.. you should have a synced up grenade launch.)
Thats the best I can think of if you cant get past the projectile floating
Thread: World Championships is/was stale as old bread25 Nov 2020, 11:43 AM
25 Nov 2020, 11:09 AMSander93
Not really, In siege for example there are plenty of operators that overlap in role and ability and if one of the overlappers are banned, it still notably affects how different maps and meta are played and forces alternative play (for example Defenders Jager and Wamai both catch grenades but they both catch them differently and interact with the environment differently, if one...or worse, BOTH are banned you have to significantly adjust whatever you are doing or your defense strategy will play out way weaker because you arent adapting to the nuances that change without one or both of them)
yes, sure; you can circumvent a "ban" by picking the most similar alternative thats unbanned and playing into that. but things play out different when you actually get down into the nitty gritty of how games play out...which ironically is alot like commanders and factions can be in coh2.
If your Shock Rifle IS2 is banned; that doesnt mean that the Armored Assault IS2 is a ez plug n play replacement for your strategy overall. because you now dont have shocks or incendiary barrages. Thats a basic example but apply that to any "key" commander unit players tend to go for in matches. Players are now probably forced to do something totally different, or something thats way weaker than what they'd 'normally' do; which is fucking exciting to watch and a GREAT thing to have.
OFC with commander bans we cant ban key units or key unit types altogether, and i dont think we want all THAT per-se. yes we'd potentially still see people forcing ostruppen, or tigers at the end of games, guards for vehicles or whatever, because those units do be overlappin' in alot of commanders and are necessary, especially to the vanilla factions; to an extent....but its a start towards way more variety, and it should open the game up.
also i think the WFA+ factions rely way less on doctrine cheese than the original factions; especially if you take alot of the OG faction meta doctrines out the picture in the matchups, 3-5 bans(the amount of bans is def debatable) but shouldnt be game breaking.
Thread: World Championships is/was stale as old bread23 Nov 2020, 23:35 PM
i think players being able to ban opponents commanders after learning what faction they're playing is long overdue for competitive play. The "Oh what commander is he/should he pop for this scenario?" drama in matches would be elevated higher than ever.
Force different playstyles, force adaptation and encourage and reward big brain preparation for certain opponents etc
Thread: Why Relic Needs to Stop Listening to the Community23 Nov 2020, 04:21 AM
I like the bug/exploit fixes the mod team has went for over the years. Much appreciated work. but personally i definitely also miss the old faction designs and dont really care for the balance decisions that have been made for the most part.
I think competitive COh2 would benefit and be elevated by having a competitive tournament mod/build where the game would be more "competitively" minded and balanced in terms of cheese strats, and abusive mechanics/faction combos, etc. The mod could be designed by a committe of the "pros" , guys that know about the meta, and all the individual units and mechanics, and what not, kinda like the current build of the game is designed.
BUT: base version would then retain the casual flavors that actually makes it fun, while still being 'balanced' around "EVERYTHING IS OP SO NOTHING IS OP" to create exciting games of historically inspired WW2 nonsense with cool mechanics, squad combat, and details.. something the series is really known for, is it not? The game was never known for balance or competitive anything. but ofc there are competitive players and a vocal competitive scene. So why not use the open modding tools to cater to everyone FULLY. You could POTENTIALLY have a proper esports scene. and a casual scene that likes watching their blobs get ambushed and demo charged and watching their T34s immobilize Elefants.
ofc,it would be seperated from the base game,which is a real issue. but lets be real; OG COH is dominated by casuals and team game players and people who play mods and single player, the "sweaty" or competitive demographic is so incredibly laughably small, but vocal nonetheless...its really a casual game, and a casual series overall, and has never been seriously designed or marketed as an actual esport or competitive game, so, to me its like...Why balance or design it as such, ESPECIALLY NOW?? It only makes for a weirdly designed game that simply doesnt fully satisfy either type of player.
To me; base COH should commit to the casuals and design for them. Design a fun game... Cool skins. Fun gameplay. Fun maps. No game ends the same way type shit. Then have competitive side; where we can still watch Luvnest and Jesulin go at it for 5 maps... but on balanced maps and balanced unit rulesets and design.
But I think we havent seen this because it would split an already smallish and honestly already currently divided playerbase, and the top players probably would find it difficult to practice properly,...i think? Maybe they dont wanna change how things have been done for almost 2 decades at this point going back to Coh1?
Dont know actually....but im sure the idea has come up before but I wonder why we havent made a significant move towards it. Alot of successful esports have different rulesets compared to automatch and COH is probably the only one that i've heard of that has automatch ruleset as the the competitive ruleset and I think thats holding it back as a competitive game and as a casual one, overall.
Thread: Share weapon animation between races?23 Nov 2020, 02:58 AM
This is an ABP file edit. Give this video a watch; it explains everything about it and how to add modded ABP's as apart of your project.
it works for same-faction units using a weapon they 'shouldn't' normally be ale to use(for example, VolksGrenadiers and FG42 assault rifles); and it also works for using weapons across different factions, but the video doesnt explain the little difference:
*usually*, The only thing you need to do after following the directions in that video; is that you manually add in the faction shortname to the modded aBP file directory lines.
for example after following the instructions in the video; if you wanted a SOVIET PPSH on USF assault engineers youd need to add "Soviet" to the cloned abp file directory lines so the game knows where to look to find the weapon to actually animate it for the model. otherwise youll get the Blue Box of death when you go to test it.
In addition; if you dig around the Archive viewer a bit you'll find that theres already examples of "crossfaction' weapon swaps, for example commandos already come prepackaged with the ability to equip USF thompsons, Tommys have the ability to use the M1 Garand. This is without any modding.
For example; below is the the Tommy ABP file; note how it's directory line is: --"..\\..\\..\\aef\\weapons\\rifle_m1_garand\\rifle_m1_garand", and not just \\weapons\\rifle_m1_garand\\rifle_m1_garand".
Below is the ABP of the Commando model; notice how they already have the ability to wield Garands, Thompsons, and the GERMAN G43. Notice how the directory is
and not just "..\\..\\weapons\\smg_mk2_sten\\smg_mk2_sten",
Like the "same faction" weapons in the same file. If you're using a weapon from the faction the unit comes from you dont need to add the faction 'prefix'
Finally; if you follow all this and get blue boxes still; you may have to mess with the "motion trees" in the top of the ABP file;
"..\\..\\..\\common\\NewMotionTree.abp", but thats unit to unit. Some units are still on the 'old' motion tree and require you to change that in order for the unit to use "new motion tree" weapons, which are typically weapons released on or after WFA, on that particular unit. You shouldnt need to change the motion tree unless you are using a soviet/ostheer weapon on a WFA or british unit.
Hope that help
Thread: Casual/compstomp mod: Company of HEROES6 Sep 2020, 23:47 PM
Many of you have watched Band of Brothers, A bridge too far, Unsere Mütter, unsere Väter, Brothers in arms... Fascinated by the defensive efforts of generals like Walter Model? Amazed by incredible almost in-human like moments, like Kolobanov and his famous KV-1 last-stand? Love you some WW2 History and games in general?
Have I got a mod for you. Company of HEROES!
This mod adds popular characters and legends from movies and TV and games, mixed with actual WW2 heroes, to create new meaning behind a "Company of Heroes!"
Been playing it by myself to kill time, or with a very small group of friends, but thought i'd share formally. Thought there's a demographic of people out there that enjoy this as much as I do.
I invite you to subscribe to Company of Heroes today and see for yourself!
Criticals and positioning are now more important and in the spotlight than ever, punishing overaggression, rewarding cunning tank commanders. With new previously unused criticals and voice lines being added, COH2 now also plays alot more like a game of World of Tanks on the vehicle combat side of things. Tanks will take interesting new criticals to all the different aspects of a vehicle when falling below 35% health or getting hit by certain projectiles, and the range and penetration system has been adjusted, in addition to new gunfire and sound effects!
New upgrades and dynamics.
(such a Pintle mounts on the Pershing, or a spotter on the Puma! What about a Pintle mount on the AEC? Firefly crew cannot handle their own muzzle flash! T70 cannot rotate the turret and reload at the same time. Plenty of new vehicle dynamics, across all the factions!)
New unit: Forward Observer and Observation Equipment
This is a unit that is available in some capacity to all 5 factions, either as Artillery officers or Observsation officers. Due to the increased ranges that this mod introduces, it's only customary that new and unique reconnaissance options are available!
Lt Speirs(buildable in LT tier)
Captain Winters(buildable in CPT tier)
Sgt Saunders(buildable in T1)
Creighton Abrams M4A3 Thunderbolt Sherman(Buildable at 18 CP)
Sgt Pool's M4A3 76(buildable at 18CP)
Lt. Col Cole(Buildable in T1)
Take control of the war in the west with the best officers and leaders, and some of the gutsiest NCO's known to Televi- is this Hollywood, or a WW2 game?
British Forces(and friends)
'Arnhem Knight' General Frost(T0)
French Maquis Resistance leader and spawnable fighters(T0)
Polish Veteran troops(T2)
The British forces, now double as a way to represent the French Maquis fighters, and the Polish Armored division that fought alongside them during the normandy breakout. Resistance fighters and elite polish units are requisitionable through a side upgrade as the British!
Commandos have been divided into the Original commandos we know with silencers(Infiltration) and new commandos that are now armed for frontline war; with rifles and unsilenced stens(now that bren upgrade makes sense tactically...)! The airlanding officer is now much more gentlemanly, using rifles over SMGs.
In addition, to this commando overhaul; enter Johnny Frost, hero of Arnhem as a buildable unit. His ability "Arnhem Knights" allows for some miraculous holds against terrible odds.
Lady Death Lt Lyudmila Pavlichenko Hero Sniper(T1)
Dmitry Lavrenko's T34/76(T4)
Talgat Bigeldinov's IL2 Strafe(available from the Officer)
Penal battalion have been replaced by "strelky", a homage to the original Eastern front mod of COH1. They are more traditional frontline infantry for the soviets.
Shock Troops have been renamed: SHISBR infantry and they can now REPAIR and oorah!
IS2, ISU, KV2...ETC...all those big soviet beasts? I hope you enjoy playing with them in this mod as much as I do, the thunderous clap of an ISU152 will never get old in this mod! and i'll leave it at that!
Katyshua: Will lightly stun tanks.
Walter Model and his spawnable hero Pioneers(TO)
Ernst Barkmanns Panther Command Tank(T4)
Kurt Knispels King Tiger(T4)
V2 Rocket(Observation Officer, or Walter Model)
OKW's big bad late game beasts get love, with new epic veteran late game tank commanders, backed by absoulute defensive genius Walter Model, create a real-life siegfried line in every game you play, and make advancing HELL for the allies!
All OKW infantry are given very luxurious and technologically advanced weaponry! This is the final strike, we cannot fail! STG's, powerful IR optics, available en masse. We turn the war around today!
And, who doesn't love a V2 strike?
Bruno Sutkus Sniper (T0)
Wilhem and Friedhelm Winter(t2)
Supermedic "Charlotte" Weiss(Buildable from the Bunker)
Otto Carius' Tiger I Ace
V2 Rocket(Observation officer)
If you loved Generation War, or Unsere Vater, Unsere Mutter, you will love playing as Ostheer. Play as the brotherly duo from the german film, keep your troops inspired and at full strength with Charlotte, an amazing field Medic, and then crush the enemy for good with a Tiger Ace, V2 combo; commanded by noneother than Otto Carius himself! Enjoy non doctrinal Howitzers and Pak-43's.
There's so many other changes, but it's best to just...dive in(preferably with a Zoom mod or cheat mod) and just enjoy! A great way to kill time or play COH2 differently if you're bored of the same old meta-whores in Automatch!
This mod took about...a year and a half to finally finish or at least present a publishable publically version. So theres quite literally alot of shit I changed for the luls in terms of balance or gameplay. I tried to keep it as much like the base game of COH as possible with a *twist* but, don't expect perfect balance with this! Lower end PC's BE ADVISED. there are alot of *over dramatized* explosions and sound effects so it may lag lower end PCs!
Took alot of inspiration from Sneakeye, All Units mod, and numerous shows, games and movies, like Call of Duty 3, War Thunder, World of Tanks, Generation War, Band of Brothers, Call of Duty:WW2, and more.
Thread: The COH2 Ability Guide Mark 2.015 Apr 2019, 03:49 AM
14 Apr 2019, 19:25 PMYukiko
No one contacted me and to assume i'd be too bothered(??) is just..
If you cant possibly understand why i'd be a little upset that a guide i spent a good chunk of hours on got pasta'd, doctored slightly and reposted as someone elses then sorry youve lost the plot. not a polite way to say that.
If for some reason yall still dont get that, when i did edit other ppls guides(veterancy for example) i made sure to credit myself for fixing it up because I get that its hard work to edit something thats old as dirt, never said i was unhappy with it being updated
but I also made DAMN sure to not take away THEIR credits because it was their guide to begin WITH. When did yall forget thats kind of a serious thing?
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