Eh, perhaps the smoke could be changed so it doesn't block line of sight instantly, but after 1-3 seconds but still gives an accuracy penalty (like smoke in vCoH).
It is a bit cheesy but to a certain degree it's realistic. That's what the little tubes facing out in different directions are for. I think they also had fragmentation versions to kill infantry but that could be a more modern invention.
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Post History of Gbpirate
Thread: Panzer Tactician Smoke is outright broken2 Feb 2016, 05:52 AM
In: COH2 Balance |
Thread: Sov vs OKW: Broken Match up1 Feb 2016, 07:21 AM
Early game vs OKW is Maxims or bust. Conscript spam gets outmuscled by Sturms and Ubervolks, Penals are too expensive for what they do and scale badly, sniper is too expensive, and M3 is Shreck fodder, and going T1 leaves you wide open for Luchs butthurt anyway. What urban maps in 1v1? Sturzdorf? veto it. La Gleize Breakcout? veto it. Unless if your strat is to spam shocks/cons w/ ppsh, you're going to have a tough time with maxims. Every faction has a tough time in urban maps because the time required to move units out of danger is dramatically decreased because of building entry/exit times and los blockers. Spamming Conscripts hasn't been effective for a few months now. Maybe with Advanced Warfare you can pull it off but it's just a huge mp drain. In: COH2 Balance |
Thread: Sov vs OKW: Broken Match up1 Feb 2016, 05:45 AM
Get 3 maxims and try not to ever lose them. I find conscripts quite worthless at fighting, and only good for merge and AT nade. Use them to merge your maxims if they drop models, then maybe get 2 guard squads (WITH DP!) and make sure to have an AT gun and AT nades by 6:30 in the game to counter a luchs. Having one or two 120mm mortar also helps a lot. 120mm mortars at 13 popcap is broken. But everything else is good! My usual build order is: maxim (x3) conscript (x2) AT gun (if fuel isn't cut) T3 T70 Alternatively, ZSU is good against blobs for suppression, can help if you're being flanked a lot and need mobile suppression against those flanking squads. You can lose the game if you get medics instead of ZiS gun, for example, so it's important to be aware, but I'm sure you already know that Dullahan. Basically, the idea is to think of Maxims as the main infantry squads while any traditional infantry squads are there for support. Also, I'm not aware how players tend to do this, but right clicking maxims to place w/out setting them up can be useful 9/10 times because the maxim will auto face the first target. With good micro you just suppress, move back, then fire at the volks again. But having a second or third maxim around to suppress pins squads faster and allows you to suppress more squads as well. In general, Shock Rifle Frontline is good with this tactic. I had a bunch of replays from December but got patched out In general I would get 3 SU76s from T3, then just wait for IS2. It may be easier to do this same strat w/ Armored Assault (because of radio intercept), but then you lose the elite, high dps shock troops.I also like to get a second engineer to put mines everywhere. In front of doors is quite good especially on certain maps with dominant buildings. It's a savage tactic but it can make ppl rage when their first falls squad gets wiped by a TM-35 or even a trip wire flare ![]() In: COH2 Balance |
Thread: remove fuel points from 3v3+ maps?1 Feb 2016, 05:37 AM
You don't need to remove the points, just reduce the fuel income of all points by 1 in 3v3 and in 4v4 reduce normal point fuel income and fuel points by two. Cache values can be reduced too. Munis should be reduced in 4v4s as well. Pacing is different when you go from 10-12 points in 1v1 maps to 14 points in 4v4 maps. In: COH2 Gameplay |
Thread: [FOR RELIC] Epic Intel Bulletins1 Feb 2016, 05:34 AM
Wow, it seems like forever ago when i posted in this thread...
If it served a purpose you would suggest some bulletin like, "all infantry with rifles gain a 3% increase in accuracy" not ridiculous numbers of bullshit. In: COH2 Gameplay |
Thread: [FOR RELIC] Epic Intel Bulletins1 Feb 2016, 03:50 AM
Wow, it seems like forever ago when i posted in this thread... But really, how is it not banned? It doesn't serve a purpose ![]() In: COH2 Gameplay |
Thread: The Hard Talk: Community Contributors31 Jan 2016, 06:21 AM
I'm hoping this isn't just a one-time thing like Ipkai suggests. I think ESL is good. The rules for the kickoff cup were wrong. It was easy to see that the rules were not written by someone familiar with the game which made things frustrating. Seeds should've been made using ladder rankings. I like A_E's optimism and I think he's a cool dude and I trust him so coh2 will do good. Any new content relic releases, playerbase increases. Relic can still do stuff to make $$, allowing them to potentially support ESL stuff. I'm tired sorry I can't write out a more detailed response. In: News |
Thread: Buildings: The unclaimed meta30 Jan 2016, 06:36 AM
All UI displays of weapon/scatter ranges are inaccurate and only a rough estimate. In buildings, the arc is measured from the center of the house, not the MG in whichever window it happens to be in. Therefore, it appears that the MG is firing outside its arc when in reality the arc is incorrect. In: COH2 Gameplay |
Thread: Ostheer is on life support29 Jan 2016, 04:22 AM
what are your sources for armor pen value? Why would German sources not be correct vs... Soviet/USA/UK sources???? also, effective firing range on pak 43 was 4,000m. 88mm Flak gun was 14,860m, both of which are according to the wiki page. 75mm Pak 40 effective firing range was 1,800m, again, according to the wikipedia page. 222 is a scout car, not a light tank. For it to be on par with a light tank is just stupid. Ostheer need a light tank (hotchkiss as some ppl are suggesting) or a panzer III medium tank w/ side tech in T2. You can't have a fucking little car be able to fight enemy armor. It's stupid. My point about armor penetration is that having super high pen on what is supposed to be specialized AP rounds while also having some mythical large explosion radius and damage against infantry. it's just stupid. It's got to be weighted one or the other or in the middle somewhere. The fact of the matter is that all factions are able to be aggressive in the mid game. Mobility aids tremendously in allowing players to break out of positions and hit the enemy. The Ostheer doesn't have that. They've never had that and it's becoming and issue because of the potency of other factions' light vehicles in the mid game that cause ostheer to be both put on the defensive without any hope of an ability to counter attack with such degree of maneuverability that its opponents have. In: COH2 Balance |
Thread: Ostheer is on life support28 Jan 2016, 08:48 AM
Frankly, this doesn't really matter. Here's what wikipedia says: at 100m, standard AP round penetration: 23mm Panzergranate 40 (tungsten cored AP rounds): 40mm penetration front armor of Stuart/T70/AEC: 13-51mm (assuming that the higher value is the front armor)/45mm side& front, 60mm turret/16-65mm armor (assuming, again, that the higher value is the front armor). So the way that company of heroes works, is that everything is scaled down. Normal sight range is 35meters. In reality, you would have AT guns firing accurately at stationary targets ~2200-1500m depending on the caliber of the guns. The maps aren't even that big. There is no side armor in coh2. Thus, moderate penetration results when you've got a luchs/t70/222 firing at comparable light vehicles because the game is both scaled down and it allows players to get, in the case of light vehicles, more risky... like chasing a t70 down with a 222. you might win, you might not, but that first PaK shot certainly helps even things out. Okay, and the way coh2 works is that when a shell is fired, it has a lot of different attributes regarding damage. Most tank rounds have a penetration value that, when divided by the armor value, gives you the % chance to penetrate a vehicle. These same rounds are also effective against infantry. In reality, you didn't have access to all-purpose rounds. It was just AP or HE. Maybe HEAT rounds had some mixed effects, I really don't know, but if you want to have the 222 be able to switch between PzG.40 ammo and HE shells, be my guest, but keep in mind that you're shooting at TANKS and you're taking fire from 37mm/75mm guns in your flimsy little car. Would you like AP rounds with depleted uranium as some dlc? That's be nice. Besides all of that, 222 is extremely cheap. But it's good at nothing, just boosting dps in engagements if you can kite and shit. P3 in side tech in T2 for ostheer would help alleviate this issue. would allow ostheer player to stay in the mid game or hold out for P4/stug into the early part of the late game. Also, that 2.8cm thing you're talking about is this: https://en.wikipedia.org/wiki/2.8_cm_sPzB_41 while that'd certainly be fun to use, irl you had to close within 500m and I'm sure you had to get within 100m to be able to penetrate the lower glacis plate of the IS-1 tank. That's pretty close especially when the IS-1 had a medium caliber gun probably effective somewhere between 1000 and 1500m, if not more against stationary AT positions when firing HE rounds. In: COH2 Balance |
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In general I would get 3 SU76s from T3, then just wait for IS2. It may be easier to do this same strat w/ Armored Assault (because of radio intercept), but then you lose the elite, high dps shock troops.
