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The COH2 Ability Guide

18 May 2016, 20:53 PM
#42
avatar of Gdot

Posts: 1166 | Subs: 1

That highfive you give when cookiez does an unbelievable job with a guide.

18 May 2016, 21:13 PM
#43
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

hey cookiez, I think there is a mistake in the icon near spotting scopes ability. All the other icons show unit that can use the ability or army emblem if its available to all units of the type but in this case there is scope placed there. I get that it connects with the name of ability but it also suggests that its the sniper that has the ability, not all wehrmacht vehicles.

Yo
not a mistake, intended^tm.

it's a scope that helps your units snipe stuff like you said, so it's Pretty appropriate. :snfPeter:

It could be misconstrued for being for the sniper... But then again the ability description is talking about being stationary and not rotating.

Also Reading this thing assumes you actually own the game and can therefore go in game and see what unit has what, or what the abilities even are..
if it's truly that confusing.

There's plenty of cases of this, fear arty uses the Ania icon from the campaign, raid operation shows a commando symbol... if I change this spotting scope one, I'd have to change those. And I don't wanna, I like muh icons :'[

It's Swag over everything really.
18 May 2016, 21:34 PM
#44
avatar of ferwiner
Donator 11

Posts: 2885


Yo
not a mistake, intended^tm.

it's a scope that helps your units snipe stuff like you said, so it's Pretty appropriate. :snfPeter:

It could be misconstrued for being for the sniper... But then again the ability description is talking about being stationary and not rotating.

Also Reading this thing assumes you actually own the game and can therefore go in game and see what unit has what, or what the abilities even are..
if it's truly that confusing.

There's plenty of cases of this, fear arty uses the Ania icon from the campaign, raid operation shows a commando symbol... if I change this spotting scope one, I'd have to change those. And I don't wanna, I like muh icons :'[

It's Swag over everything really.


Didn't see the others, well, in this case its better as it is. I probably just misunderstood the idea behind. Btw I almost forgot that there is Home Army emblem in the game. They should use it as the icon of partisan squads in multiplayer!
19 May 2016, 21:37 PM
#45
avatar of Mistah_S

Posts: 851 | Subs: 1

Yo! I have the following observations:

You forgot to add that once a squad has initiated the medkit ability on another squad, they are both immobile for 2-3 seconds.
You also forgot the vet ability of the pak howitzer - incendiary rounds. Covered as Phosphorous

OKW
You forgot the sturm officer's force retreat.

The Jaghtiger world piercing rounds will not penetrate hills.

Missing the OKW equivalent of Blitzkrieg (theres a clock as an icon i believe)

Otherwise a good guide!
20 May 2016, 07:06 AM
#46
avatar of vuko_zrno
Patrion 26

Posts: 64

so can anybody now explain how the Rear Echelon volley fire now actualy works? how should it be used? do i need to wait 10 seconds to pin a squad? does it make sense to activate it 10 seconds before a fight?
20 May 2016, 07:11 AM
#47
avatar of CookiezNcreem
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so can anybody now explain how the Rear Echelon volley fire now actualy works? how should it be used? do i need to wait 10 seconds to pin a squad? does it make sense to activate it 10 seconds before a fight?




you cant activate it before a fight because its a targeted ability.


the best thing you can do is use it from a garrison/green cover/fightingpit, because you can usually keep at 2-3 members of the squad alive due to the cover bonuses offsetting the received accuracy penalty, which will allow you to live long enough for the suppression to ramp up and allow you to suppress stuff.

Pinning in general probably wont happen unless theyre standing in the open.
20 May 2016, 07:24 AM
#48
avatar of vuko_zrno
Patrion 26

Posts: 64





you cant activate it before a fight because its a targeted ability.


the best thing you can do is use it from a garrison/green cover/fightingpit, because you can usually keep at 2-3 members of the squad alive due to the cover bonuses offsetting the received accuracy penalty, which will allow you to live long enough for the suppression to ramp up and allow you to suppress stuff.

Pinning in general probably wont happen unless theyre standing in the open.



oh yeah i forgot that it is a targeted ability. Is the distance a factor, so that in point blank the enemie will be pinned faster?

So without LMGs it is almost impossible to pin enemies in yellow or green cover. Does it work with LMGs?

Does the abbility still work when the Rear echelon starts moving?
20 May 2016, 07:45 AM
#49
avatar of CookiezNcreem
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oh yeah i forgot that it is a targeted ability. Is the distance a factor, so that in point blank the enemie will be pinned faster?


every weapon in the game fires faster the closer you are, and more fire rate= more shots. More shots= more suppression. So closer=more suppression.(thats why if you ever stand point blank in front of an MG, it pins instantly, but at longer ranges it takes longer)

But that also means your rear echelosn are probably gonna be deleted by anything in seconds because of the ability penalty, unless theyre in a house.



So without LMGs it is almost impossible to pin enemies in yellow or green cover. Does it work with LMGs?

yes
Does the abbility still work when the Rear echelon starts moving?

no
20 May 2016, 21:16 PM
#50
avatar of sherlock
Patrion 14

Posts: 550 | Subs: 1

Hi Cooziez,

Fantastic guide. Nicely done :)
20 May 2016, 21:19 PM
#51
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

Hi Cooziez,

Fantastic guide. I'd recommend adding that the USF sprint is the only one with a penalty. Units will move at reduced speed after the sprint wears out.



Are you talking about fire up? If so its already there?

The other sprints don't debuff anything.
20 May 2016, 21:27 PM
#52
avatar of sherlock
Patrion 14

Posts: 550 | Subs: 1




Are you talking about fire up? If so its already there?

The other sprints don't debuff anything.


I looked at the wrong symbol but you were so quick to respond you were even faster than me editing the post 1 minute after :D

Great job. No criticism from me :D
21 May 2016, 12:37 PM
#53
21 May 2016, 14:12 PM
#54
avatar of medhood

Posts: 621

Another great guide by our Lead Strategist Ronald Spiers great job
21 May 2016, 14:50 PM
#55
avatar of Theodosios
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Posts: 1554 | Subs: 7

Outstanding work! :wub:
25 May 2016, 21:01 PM
#56
avatar of Rocket

Posts: 728

Very nice guide. Only thing that would make this soo much sweeter is if you added weather the ability is free or cost munitions and what vetrancancy it is available.
27 May 2016, 07:43 AM
#57
avatar of some one

Posts: 935

1) No data for counter barrage abilities (for Ostheer and Brits)
2) No data about all off map arties
29 May 2016, 07:49 AM
#58
avatar of strafniki

Posts: 558 | Subs: 1

"Advanced Warning

It's bugged and doesn't work anyway."
LUL
4 Jun 2016, 17:38 PM
#59
avatar of capiqua
Senior Mapmaker Badge

Posts: 985 | Subs: 2

SOV For the Mother Land: +25% accuracy to AT guns

no ATgun icon?
y03
9 Jun 2016, 08:27 AM
#60
avatar of y03

Posts: 3

I know this sounds odd, but could you do the abilities of the commanders Not One Step Back and Urban assault doctrine?(you know, the ones relic has for themselves).
12 Jun 2016, 09:40 AM
#61
avatar of Mr.Smith

Posts: 2636 | Subs: 17

Regarding OST Blitzkrieg:
- Different tanks get different versions of the ability (e.g., so that OST Panthers do NOT turn into racecars when using the ability)

The bonuses for the Panther and the Tiger are:
- -25% received accuracy
- +15% speed
- +30% acceleration

(This is listed under panther_tiger_blitzkrieg_mp, and not under panzer_panther_tiger_ostwind_blitzkrieg_mp)
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