Ostheer bunkers are useful only in 2 situations:
1. When you need medics
2. When you are popcapped and want to use spare manpower to secure VPs a little bit more.
In both cases, adding population to bunkers is out of the question.
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Thread: It is time for the OH MG bunker to cost popcap3 Jan 2018, 19:44 PM
In: COH2 Balance |
Thread: Is an Attack Order Movement Halting Rework Possible?1 Jan 2018, 22:11 PM
Your mistake here is that you expect A-move to choose optimal distance. A-move shoots on max range - you are behind the keyboard to choose correct range. Also, its not exactly what I would call AI in rts games. It's just a simple algorithm. In: COH2 Gameplay |
Thread: Livestream1 Jan 2018, 20:09 PM
The stream list is bugged since yesterday, I guess we need to wait for stuff to fix this. In: New Members |
Thread: The new patch1 Jan 2018, 18:39 PM
Not that I agree with him on this one but I think there is little higher in term of levels of play than where zarok plays ![]() In: COH2 Balance |
Thread: The new patch1 Jan 2018, 11:04 AM
I think the scatter changes may couse more and more people to try and use IS-2 in the future. KT already has a fame of a good tank so it is used much more. It is more accessible as well. It is also important to note that KTs high damage per shot contributes a lot to its AoE profile meaning it still has easier time wiping squads. In: COH2 Balance |
Thread: Garrison mechanics. Which do you prefer?1 Jan 2018, 10:48 AM
14:55 here shows how completely useless the changes are: In case of the building shown on the viedeo, and many other buildings with 4 windows at one side, not dodging a well thrown nade equals a wipe with many types of granades. That is why player who occupies a building has to get the change of leaving that building when he sees granade thrown at him. In: COH2 Gameplay |
Thread: The new patch1 Jan 2018, 10:39 AM
We are talking about computer games, the stats that elchino is talking about is all that rule that game so actually "the paper" is the reality. But it does not have to equal with user experience for multiple reasons such as: 1. Bias - its often seen that players tend to see same unit as bad when they build it and good when opponent is using it. 2. Graphical effects - it is easy to see in the case of 120mm mortar. It has such a huge and realistic graphical and sound effect that people tend to think its better than it actually is. 3. Using bad measures of effectivness - in the case of mortar, kill count is not exactly the right measure becouse its mainly a damage dealer, not a model killer. Its very easy to steal kills from the mortar and the kill count is very dependant on how well your opponent manages healing. The AoE and scatter character of the weapon also means that it is always going to perform much better (in terms of model kills) against allies, just becouse of bigger squad size. Even if that metric was a good one, why exactly do you think that a mortar that deals 33% more damage (15-20) is worth 42% higher cost (240-340)? In: COH2 Balance |
Thread: Company of Heroes III - Your expectations31 Dec 2017, 18:37 PM
Its probably either better gfx or old OS support as they will probably use newest directx if they prioritise creating new, nice looking and performant engine instead of just altering the old one. Also, the game realease will probably be dated similarly to the end of support for windows 7 which is 2019 or 2020. In: COH2 Gameplay |
Thread: Garrison mechanics. Which do you prefer?31 Dec 2017, 16:22 PM
In my understanding it is not a bug, it is just the fact that idle mgs set up at the sight of enemy to fire at him. If you unload your squad in the "panic" way, that is by pressing unload button in the buidling menu, the unit ends up in the idle state and it will start to fire at the enemy (or set up to do so) at this very moment, before you are able to select it, even with best micro. I don't know why people consider this a bug, especially as there is an "alternative" way of exiting buildings that is actually the preferred one. Buidling changes don't change this "bug" becouse still the squad is leaving either idle or with a move command and still there is no chance to give an order to idle mg before it starts to set up on sight of enemy. In: COH2 Gameplay |
Thread: Game Won't Start30 Dec 2017, 14:53 PM
did you try validating game files via steam? |
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