The COH2 Ability Guide
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I did notice a typo in the penalties applied to the UKF command vehicle though. Shouldn't it be +100% reload and cooldown?
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now that u say that....it reminds me.I think airburst does cause a vision critical if it hits vehicles, ill fact check that in a second but I just forgot.. i dont use anvil that much and I definitely dont hit vehicles with it that much when I do.
i added it now
I had panzer tactician in the early versions of this but I cut it, it doesnt do anything other than create abig billow of smoke.
sherman smoke...same thing really. smoke doesnt do anything modifier wise other than forcing you to attack ground.
The other guides cover stuff like that enough either way, i think.
the panzer commander arty drops 5 really really really accurate shells with like a 10 second delay. one shots all howitzers
Hey so how does debuff from OKW Bleinkorpf grenade work against vehicle? And does Elite Armor Panzer Commander gives any further buff besides +vision.
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Hey so how does debuff from OKW Bleinkorpf grenade work against vehicle?
It does nothing.
And does Elite Armor Panzer Commander gives any further buff besides +vision.
It does with vet. Reference veterancy guide.
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It does with vet. Reference veterancy guide.
i think he means the commander upgrade itself, not the panther command tANK
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Great work!
I did notice a typo in the penalties applied to the UKF command vehicle though. Shouldn't it be +100% reload and cooldown?
ahahha yes good catch. a -100% reload command vehicle could you imagine
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i think he means the commander upgrade itself, not the panther command tANK
Agh kill me
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OH MY GOD....
I KNEW I WOULD FORGET ONE
AS A USF FANBOY I AM COMPLETELY ASHAMED OF MYSELF FOR MISSING VOLLEY FIRE
its in there now, if its not showing alt+F-5/refresh
No problemo bro Not many players know how to utilize the RE's ability, especially when you give RE bar or m1919 and see how the axis got pin down and scream like a girl when the ability is activated
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Also what does Churchill's smoke ability do and is Mandoes' smoke grenade any different from normal smoke grenade?
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Damn that british AirLanding Officer Heroic Charge! -75% receive accuracy LOL
If only Oorah is that good.
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USF's Combined Arms, the British Command Vehicle accuracy bonus, and the Ostheer Command Tank are unique in being the only 'exclusive' modifiers in this guide. In the case of Combined Arms, 'exclusive' means that when Combined Arms is active, only the Combined arms reload, accuracy benefits would apply to the unit, not a combination of the Combined Arms ability and Veterancy bonuses, and NOT the 'better' Veterancy bonuses.
Exclusive blocks out modifiers with the same modifier_id. What you say is correct for combined arms, as it lacks any modifier_ids, but command tank will stack with hulldown just fine because the buff ids are different.
Command Panzer IV Tank
Reduces incoming damage taken to owned units around the command tank by 20%.
Only applies to units owned by the player, other axis units are unaffected.
Affects all allied units, not just your own
Radio Net
-10% reload, +5% sight per VET 1 Sherman, up to 3 shermans maximum. If you add more VET-1 Shermans, the aura will not increase in power past that point.
Does not require vetted vehicles, nor do they have to be shermans. The check is for ALLIED vehicles in radius 35 which are type medium_tank OR heavy_tank OR t_70.
Hit the Dirt
Immune to suppression, -50% received accuracy. Squad will not move.
Grants an invisible bush that gives yellow cover, rather than -50% received accuracy.
Missing but might as well be mentioned:
Blendkorper grenades will disable weapons on a vehicle in the smoke. But they'll immediately unlock once leaving as the debuff is only a 1 second duration (constantly gets reapplied while you're in the smoke)
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amazing! cruzz always finding that lowkey stuff! appreciate it alot!
Exclusive blocks out modifiers with the same modifier_id. What you say is correct for combined arms, as it lacks any modifier_ids, but command tank will stack with hulldown just fine because the buff ids are different.
Does not require vetted vehicles, nor do they have to be shermans. The check is for ALLIED vehicles in radius 35 which are type medium_tank OR heavy_tank OR t_70.
Affects all allied units, not just your own
/fixedall
Grants an invisible bush that gives yellow cover, rather than -50% received accuracy.
the cover that the cons poop out is called "tp_LIGHT", well at least its cover type is tplight.
so naturally I went to the tplight cover file itself on most weapons, which is where I saw most guns have 0.5 accuracy against tplight, and that it wasn't directional or anything wierd like that, so to simplify the description of it, I just said "-50% received accuracy" am I wrong in saying that, or am I missing an important detail along the line there somewhere? Does this cover not actually work as im implying?
Missing but might as well be mentioned:
Blendkorper grenades will disable weapons on a vehicle in the smoke. But they'll immediately unlock once leaving as the debuff is only a 1 second duration (constantly gets reapplied while you're in the smoke)
and added in that last one.
thanks again.
Posts: 3052 | Subs: 15
Hey Ciez
you miss OH Sprint ability from Encirclement doctrine (Different from global Sprint) and does WP barrage disables tank? Same with Comet WP shell?
Also what does Churchill's smoke ability do and is Mandoes' smoke grenade any different from normal smoke grenade?
commando smoke nade gives non directional yellow cover, and added
added churchill vehicle smoke...but only because it makes it move slower unlike the other smokes
for consistency sake ill add the sprint from encirclement. though it isnt actually different from tactical movement other than its available on single units instead of forcing you to use it on all units.
phosphorus...added as a global ability. however yeah comet phosphorus is different, it doesnt block weapons it only blocks sight.
the mattress WP barrage is just like usf phosphorus though.
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commando smoke nade gives non directional yellow cover, and added
Speaking of which, wouldn't it be better to say that ability and Hit the Dirt makes the area/users count as being in light cover instead (which would therefore not stack with the defensive benefits of heavy cover)? Of course, it wouldn't be bad to state the actual defensive benefit of light cover in addition to that for the unaware.
Also, just wanted to make sure - the distinction between Wehr's Tactical Advance and USF's Tactical Movement is that the former lasts during retreat, yeah?
Thanks for the extensive work!
Posts: 3052 | Subs: 15
Speaking of which, wouldn't it be better to say that ability and Hit the Dirt makes the area/users count as being in light cover instead (which would therefore not stack with the defensive benefits of heavy cover)? Of course, it wouldn't be bad to state the actual defensive benefit of light cover in addition to that for the unaware.
Also, just wanted to make sure - the distinction between Wehr's Tactical Advance and USF's Tactical Movement is that the former lasts during retreat, yeah?
They both last on retreat, I've lost my fair share of thompson paras because of that shiet.
I'll find a way to word Htd better.
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EDIT: Also the Sector Bombing from Overwatch or the Warning Flares from Overwatch (if that counts as an ability)
Posts: 3052 | Subs: 15
I think there are a few missing abilities - don't think I saw Sector Arty for Wehrmacht or Zeroing Arty for OKW.
EDIT: Also the Sector Bombing from Overwatch or the Warning Flares from Overwatch (if that counts as an ability)
no offmaps are in this unless they come with a modifier, e.g. Hold the line, or require certain amount of muni like scavenge.
warning flares is self explanatory and theres no modifier with it, so its not here.
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