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Thread: after last patch 17/5/2016 RelicCoH2.exe not working18 May 2016, 20:10 PM
Btw if it really is platform dependant problem and it was created in last patch it means that they ninja changed something in low level (engine?) code. It is possible that they are trying to optimise the game. Of course it is also possible that some other changes exposed old fault but its less probable IMO. |
Thread: after last patch 17/5/2016 RelicCoH2.exe not working18 May 2016, 19:58 PM
Relic announced a hotfix for that problem, here is the annoucment and solution: For those having trouble - Hot Fix Impending |
Thread: OKW Cheese start - Please help17 May 2016, 08:49 AM
New? Its as old as the doctrine. Maxim spam into su-76 spam helps a lot if you want cheesy tactic yourself. Otherwise you can use any other AI infantry instead. |
Thread: Stug E vs Puma?16 May 2016, 09:54 AM
Very interesting, I will give Mech Assault a try next time, thanks. Also watch out for brit sniper, it can stun stugs (both variants) and that may cost you a tank if he also has other AT. Generally its possible, but a lot harder against ukf sniper build than against usf, soviets or other brit builds. |
Thread: Stug E vs Puma?16 May 2016, 09:42 AM
So I've been studying the ideal commander loadout for 1v1 and a few doctrines keep coming up, mobile defense and mech assault being two of them. I currently roll with mobile defense, spearhead and elite troops, but I keep thinking about replacing elite troops with mech assault. Stug E is a beast against infantry. Just don't shoot at the move if you feel accurancy is too low. Its actually better against infantry than p4 or ostwind if you manouver it in the way that nullifies the lack of turret. That means only tiger is better direct fire AI in whole ostheer faction. Double stuggie completely covers AI in 1v1 match. For AT you should go with double pak, or pak and pgrens. But double pak is cheaper and usually works out better in stuggie scenario. Its good to build this composition incrementally - one pak, one stug, one pak and one stug. Then you just keep bleeding your opponent and waiting for tiger. If you are at high cp and low fuel, you can try going additional lmg grens, pgrens or mgs for AI instead of second stuggie, not to waste manpower that you need for tiger, but usually you can go for 2, or even 3 if you loose one. |
Thread: Partysons interfering with the design and pacing of the game15 May 2016, 22:09 PM
Each house may have up to three doors, so your "l2p" tip is not very smart or economical. Partisans always spawn from the same door in every house. In: Lobby |
Thread: Ostheer repair speed14 May 2016, 16:16 PM
I believe that most people think that OST has the slowest repair speed but that not true. Its sims that way because most OST Tanks have more HPs (Tigers, KTs...). I may be totally wrong here. And who says that US have fast repair speed? The crews are not repairing that fast. Ost has no access to KT, Tiger doesnt even have that much hp and panther has a lot of armor but not much hp. P4, ostwind and stug have little hp but the repair speed is so slow that it still takes quite a lot of time to repair them. Us crews repair a little slower but there is always plenty of them and you dont have to buy them while other factions sometimes have problems finding manpower for additional engineer unit in late game. Also crews don't eat your popcap becouse all usf vehicles have crew pop substracted from standard pop for unit class. Not to mention that REs are worthy spammable combat infantry, even long range, with additional weapons while ost and soviet engineers can at most have flamethrower. That means you can use your combat infantry for fast repairs - RE repair speed is the same that pios have so its much, much better than for example conscript repair (that is very slow) In: COH2 Balance |
Thread: Kholodny Ferma East side disadvantage!!!14 May 2016, 15:13 PM
I must say I prefer "imballanced" than mirrored ones. I mean the crossing in the woods map level of mirroring should be the limit. It simply shouldn't look like its mirrored while being somewhat mirrored to keep the immersion. In: COH2 Balance |
Thread: Ostheer repair speed14 May 2016, 15:03 PM
Sure, move the reinforce and medic station upgrade for the bunkers in just one upgrade that costs, let's say 100 or 120 munitions and add a forward retreat point to it, then make a 3rd upgrade that acts like the repair bunker one from CoH, 60 muni, 3/4 repair pioneers. Done, 3 problems solved with just one building. I like the truck idea for soviets: fragile like katy but with range of abilities, so that you had to change its placement often or hide it well. Could have 3 upgrades to choose from: either repairs, medics or FRP&reinforce. With miragefla changes to unit spawning it would be also cool if it could produce engieneers. Perhaps also transport troops when not set up. In: COH2 Balance |
Thread: Ostheer repair speed14 May 2016, 12:54 PM
Well, I agree that ost needs it. I even said that the upgrade you proposed should be cheaper. I just don't want soviets to fall behind since I think both factions share the same problem. And I would never use self repair on IS-2. It often means you are letting enemy kill the tank. Even in base its just asking for stuka dive bomb. If ostheer had such an ability IL2 would see much more use, as it kills immobilised tiger instantly if you line bombs correctly. In: COH2 Balance |
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