

Thread: Combined Arms USF3 Mar 2017, 01:45 AM
Kind of stretching it with the "combined arms" bit here but i was using that new guide as an inspiration. Captain w/ BARs is nice ![]() In: Replays |
Thread: Why do you like Coh2? 2 Mar 2017, 18:36 PM
I really like Relic's focus on authenticity and immersion. To anyone who knows anything it can be a bit odd that soldiers can only see about 35 meters in front of them and people don't die to a rifle bullet to the chest, but the sounds - which relic has taken a great care to create - the voice lines (sometimes I just keep clicking on units repeatedly to see what they'll say; it's pretty funny), the visuals, they're all great. I appreciate the different tech choices and the factions (although I would've preferred an Eastern front game) and I love the various mechanics thet sets CoH apart from the other RTS games. In: Scrap Yard |
Thread: Is there ANY comprehensive, updated source of CoH2 stats?2 Mar 2017, 05:48 AM
You seem real dedicated to shitting on Relic with your new coh2.org account it's pretty funny. your raging in the "have Relic abandoned the game" thread detracts from anything you have to say in this thread. Anyway, Relic never made a wiki w/ coh1. It sure would be helpful. There was this: http://www.coh2-stats.com/ There was also a Google Doc that had all damage related stats for all four factions (prior to UKF). Weapon cooldown, reload time/frequency, weapon wind-up time, etc., so you could really see what stats were affecting dps. If you'd like to see some coh2 stats you're more than welcome to extract the files, make your own website, and upload the data in a streamlined, accurate, and in-depth way! ![]() Edit: I found the spreadsheet, no idea when it was last updated though: https://docs.google.com/spreadsheets/d/1IX68mtMEFLUVZCJpdgLxtm9cLajZATNRwISihru8rZM/edit#gid=0 If you really care about the stats you can probably look at the changelog for a particular unit and see if any changes have been made. In: Lobby |
Thread: Have Relic abandoned the game?1 Mar 2017, 04:28 AM
They haven't abandoned it. They've just utterly failed at developing it. Wow there's a bit of bias here and a lot of hyperbole that really isn't justified. No faction has been unplayable, really. Sure, the model positioning has been an issue and it's taken Relic way to long to address it but to say that Relic is utterly failing is a bit harsh and unwarranted. They're certainly not failing because they've got DoW3 on the way and *hopefully* CoH 3 being planned and on the way. There's all that $$$$$ from SEGA. Not to mention the beautiful city of Vancouver. Have you seen their web page? https://www.relic.com/#pictures In: Lobby |
Thread: Next Balance Scope should be Tank Balance28 Feb 2017, 23:38 PM
I think the WBP is great. Initially, I was skeptical because of its limited scope, but seeing it played out in King of the Hill with Stormless/A_E has been great. This formula of taking a long, methodical time to balance the game and doing balance changes within the mod pack released via Steam is also great, as it minimizes potential bugs/imbalances in the live game that can occur with many small changes. In regards to 4v4 balance, I think a good starting point would be to reduce the amount of fuel/munitions that each point on the map gives the players. As the maps are larger, there are more territory points. In coh1 it wasn't an issue because you could just plop a strategic point down that only impacted manpower income. In 4v4 each point could give -2 fuel and -2 munitions and in 3v3 it could be -1 fuel and -1 munitions. A riskier approach to team-game balance could be to reduce population cap, in 3v3 to 85 or 90 and in 4v4 to 80 or 75. This would also put less strain on the PCs (good for people who have lower budgets or ageing PCs and for the people who buy the game for $5 on the steam sales) as well as promoting teamplay and cohesion between players. That would make an interesting tournament, I think. Maybe even a 50 popcap for each player in an invitational 4v4 tournament would be interesting. The way that Relic wants to balance the game is to have uniform stats for units across 1v1-4v4. This is easier for Relic and will not shock players going from one game mode to the other. It's my opinion that the meta changes in automatch depending on rank and player skill. That's probably what Barton was hinting at with his post. "balancing for 4v4" would be impractical, costly in terms of manpower and time, and prevent players from seamlessly playing on different scales. In: COH2 Gameplay |
Thread: Make America Great Again20 Feb 2017, 10:42 AM
Good Job, Bears! In: Replays |
Thread: Crazy 1v1 on Langreskaya17 Feb 2017, 15:56 PM
Another one of those long games on Langreskaya but a good example of some back-teching on both sides. (does a mortar pit count?) Opponent should've gone Hammer, though, and not Anvil. Probably cast-able if anyone would like to pick this up, but don't expect luvnest/devm level shit we're both ranked *just* under 200. In: Replays |
Thread: The issue with Ostheer Tech 4.17 Feb 2017, 13:37 PM
In: Lobby |
Thread: How to deal with British trenches ?16 Feb 2017, 09:38 AM
Lol is this coh1 or coh2? Edit: I believe that sniper has 50% accuracy against units in buildings, including trenches, so sniper is a decent soft counter but only until about the five minute mark when you've got to be careful Mortar is good. Otherwise you may just have to get a 222/flame HT; perhaps assault grenadiers grenade volley would be useful as well? Flamethrower pio works well too. In: Strategy Desk |
Thread: Ostheer Panther15 Feb 2017, 21:15 PM
In my experiences, the Panther is best used like a mobile AT gun. You keep it rather far back, with target vehicles only turned on, and wait for shit to start rolling towards it. As many people have pointed out, the panther isn't that great at what it does and it costs a lot both for the tech getting there and the vehicle itself. That being said, it's best to go for T3 and keep your T3 units alive. In an ideal situation, I'll get my T3 armor out, then my call in tank - whether it be a command P4 or the Tiger - then buy the T4 tech in the HQ, then wait a few minutes, then build T4. The reasoning behind doing this is due to multiple factors: 1) It's almost always better to spend your fuel when you can rather than waiting for something 2) The Panther is a great tank 3) You're hopefully going to win before you build T4 You have a healthy composition of vehicles that is good at tackling all targets: infantry, support weapons, vehicles. Only weakness is concentrated artillery guns, blobs of handheld AT, and bad micro on your part. One of my favorite late game compositions is using the blitzkrieg commander and having 2x Stug III G 1x P4 1x P4 Command tank gives you panzer smoke, stuka CAS, some other fun shit. Tac Movement, I think? Anyway, this is a super potent combo. Stugs are great at taking out tanks and will pen shit up to an IS2. That's when you need bigger guns. The stugs aren't heavily damaged by rocket artillery. The stugs have a good HP pool; they can take a lot of hits. They have a good rate of fire. They are cheap. If you're 40 minutes into a game, however, and you've got 250 fuel in the bank and you've got the manpower and you've just lost a stug, buy a panther over a stug. The increased popcap may make you shuffle your infantry unit composition a bit but the Panther has some better traits than the Stug including Higher armor - takes less damage more HP - lives longer moves faster - both 1&2 Has a higher penetration value - more likely to damage enemy armor The Stug, however, has about reloading time that's half that of the panther's so you're firing nearly 2 shots on the Stug for each Panther shot assuming that you're stationary and the target is staying within firing range and within sight. The panther is better, though, for its mobility. It allows you to, if necessary, flank an enemy tank, specifically one damaged by a teller mine. The Panther, however, is a luxury. You need to have vetted, upgunned infantry, whether it be LMG42s and/or a schreck squad of pgrens, probably 2 machine guns (map dependent) and at least one, possibly two, other teamweapons (mortar/AT gun). The Panther is very expensive, and wasting your fuel on teching in the 32nd minute right before you've lost a stug, p4 cmd tank, and a vetted PaK to an enemy push isn't the best time to tech up. You've got to be conservative with your fuel and stock up so if a loss occurs and you need something on the field immediately, you have that option. The strongest wehr gets is when all of its units come together. I wouldn't recommend diving any tank into the enemy portions of the map, but if you've got to do it, the panther is a better choice than the Stug. When you've got to flank an enemy tank, or want to be super daring and hit a katyusha, the panther is your better option due to its speed and survivability if its engaged. http://www.stat.coh2.hu/squad.php?filename=panther_squad_mp http://www.stat.coh2.hu/squad.php?filename=stug_iii_squad_mp I hope my rambling helped ![]() In: COH2 Gameplay |
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