Every infantry model has 1 armor, shocks have 1.5.
This basically acts as a 20% RA reduction with minor alterations against MGs and weapons that have higher penetration than 1.
Huh. You learn something new every day. That's actually pretty useful.
United States"And how we burned in the camps later, thinking: What would things have been like if every Security operative, when he went out at night to make an arrest, had been uncertain whether he would return alive and had to say good-bye to his family?..The Organs would very quickly have suffered a shortage of officers and transport and... the cursed machine would have ground to a halt! If...if...We didn't love freedom enough...We purely and simply deserved everything that happened afterward.”― Aleksandr I. Solzhenitsyn , The Gulag Archipelago 1918–1956
Thread: "Rally Defenses" Armor Bonus?31 Oct 2022, 13:22 PM
Every infantry model has 1 armor, shocks have 1.5. Huh. You learn something new every day. That's actually pretty useful. In: COH2 Gameplay |
Thread: SOV crew repair rant.31 Oct 2022, 13:20 PM
![]() On a serious note, I think the whole mechanism of soviets, a faction that always floats muni, should get an all the way self repair bonus. What do you mean by this? At any rate, be a smart boy and park your t34s in base to repair. Well yeah but my post still stands. In: COH2 Gameplay |
Thread: "Rally Defenses" Armor Bonus?31 Oct 2022, 12:51 PM
https://www.coh2.org/guides/88945/the-coh2-ability-guide-mark-2-0#2659 Name: "Rally Defenses" Duration: 30 Seconds Cost: Free Range of aura: 30 On infantry + MG - +25% armor; +50% accuracy. On other support weapons - +25% accuracy. +25% armor... +25% of zero is zero so... is this literally only to buff Shock troops or is this a holdover from old CoH2 balance ideology? Also, the ability guide seems to say that the B-4 and ML-20 benefit from the buff. I'll have to test that. Seems pretty useful if true. EDIT: Imagine if you could stack "Rally Defenses" and "For Mother Russia". That would be pretty badass.... In: COH2 Gameplay |
Thread: SOV crew repair rant.31 Oct 2022, 12:27 PM
Alright, now I know this has been discussed before on these forums. I distinctly remember Vipper pointing out the fact that unlike other crew repairs, Soviet crew repairs go all the way until the tank is repaired, so one really shouldn't be complaining. However, can we just admit how stupid this is? Seriously. You find a (clearly risky if you're getting caught and put into combat, but this is besides the point) spot to start repairs and then issue the command. Assumedly, inside the tank, the crew pulls a repair box out of wherever and starts hitting the engine with a wrench idfk. Alright cool. A few seconds later, enemy pioneer squad runs up to the T34 and starts chipping the paint job with their mp40s. Now, because of this, you aren't allowed to stop repairs, because you're in combat. Explain to me why it makes any sense at all that the T34 crew now has their wrenches superglued to their hands. Okay, cool; the pioneer squad is over here wasting ammo, big deal right? But now here comes a wild Panzer 4 with the big guns (or at least big enough to actually damage the tank). You're telling me that these ruskies are SO DEDICATED to repairing the tank, that THEY DECIDE TO DIE IN A BALL OF FIRE instead of putting the freaking grease gun down and shifting the f@ck into reverse? Please, explain why this is the direction that the balance team decided to take with balancing soviet crew repair. It makes zero common sense besides from a balance standpoint. They could have done something cool like make it so that the tank abandons on hit like with Sturmtiger (at least then it's not like having your skin peeled off while you're tied to a chair, now it's quick and painless) or hell, why not double the damage and instantly cancel the crew repairs? That would be one hell of a penalty, but it wouldn't be watching your nearly full health T-34 die to a panzergrenadier with one shreck slowly but surely taking the tank down to zero. EDIT: And before you make the joke, no I didn't just lose an IS-2 to crew repairs or something and then immediately came to the forums to complain . It's just something that I thought of while I was reading the ability guide and saw OST's crew repair ability.Though this did happen to me once in a 1v1 years ago and I was so confused and furious that I stopped playing for the day. Rest in peace, poor T-34/85. You were missed. In: COH2 Gameplay |
Thread: Can I get some advice? Trouble fighting 4x USF Airborne.31 Oct 2022, 11:09 AM
On second watch. I think I realize now what killed me more than anything was that huge float + not playing aggressively enough with my flame HT. I should have totally gotten lots of panzergrens to counter. Alongside the flame HT they could have been nigh-unstoppable (at least against the USF player who had no AT literally at all lmao) In: Replays |
Thread: Can I get some advice? Trouble fighting 4x USF Airborne.31 Oct 2022, 10:47 AM
Bro, I think you could have closed left side of map out in the first 7-8 minutes. I watched with fog of war on to get a sense of what your battlefield knowledge was but I do get some spectator info so some info might be a bit harsh. Ty. I can't remember if I did this specifically because I was in the urban side or because I was expecting airborne because one of the players only had airborne commanders or something, but the early game definitely worked out in my favor with it. But you hid behind the fences driving back and forth, I think you were attempting to attack ground or scared of a snare? Either way you should have burst thru that fence like the Kool-aid man and handed out flames to everyone. DUDE I SWEAR TO GOD I WAS TRYING SO HARD TO DO THIS XDDDD I remember DISTINCTLY being so pissed off at the halftrack because it wasn't breaking through the fence. I eventually just figured that it wasn't heavy enough to crush the freaking fence AND THEN IT CRUSHES IT ANYWAYS. I really have no excuse for this part and completely agree with you lmao EDIT: After re-watching, I'm realizing now that you probably meant at the 5 minute mark. I understand what you mean, looking at it again. I really should have leveraged that halftrack more. I was probably scared of a snare and then getting killed by a theoretical Stuart tank. (I don't have a good intuitive knowledge of enemy tank/LV timings...) You need to get as much ROI as possible since both sides have guaranteed fuel shortening your LV window Good point. I didn't think about the guaranteed fuel part shortening LV time. Even though it's kinda obvious. The situation was multiple Paths and 1 Rifle man a few MGs at best. Take the snare if it comes and reverse your way behind buildings to protect yourself from MG. Repair and push again. They were not going to be able to kill it as it would take what 3-4 snares or AT rounds which would necessitate a reload allowing you to get away. So at WORST you take a snare and back up to safety, at best you catch the Allied Player who only had Paths and you force a mass retreat allowing you and teammate to push further up. Also a very good point. Back to your STRAT, you took way to long to build PG, you need to pop them out as fast as possible as maintaining pressure is paramount while getting as much VET early for your PG is needed. PGs with Vet1 alongside flamers would have bullied what was around while giving USF players pause due to the possibility of Shreks to counter LV. All good points. For this map I am not 100% double flames would have been better as a AAHT could have really messed you up as pathfinding multiple LV between building can lead to rage inducing moments. I am going to be honest with you dude; I have never made 2 LVs in 4v4 before. What are the situations in which this *would* be a good call in your opinion? I'm guessing paths spam is one of them? Serious question, I'd like to know for myself. I think you did a great job placing schu mines, keep it up as it is really unexpected for most players. Thanks dude. Schu mines are ![]() Sadly as my APM is pretty low that is also partially what contributed to me floating manpower so frigging hard xD. As an allied main, you going for a Panther was a win. Your panther ain't doing shit to anything but tanks. Yeahh. Seems to have been the case. If you find yourself in a similar situation again try going for Brumbar...(snip) Yeah, you make a good argument for the Brumm for sure. The only thing is the whole paths + jackson thing would make it a bit difficult to use I think. Though I suppose it could force retreats on paths with a good hit + panzergrens advancing along with it. Lastly...only one of your teammates had AA, so give him a bit of help while also boosting your AI. Noted. I forgot about the AA properties. ...why didn't you upgrade MG on your Panthers? I actually didn't upgrade the Panthers with the mg because my thought process was: "I'm killing tanks with this thing, maybe support weapons if I catch them out of position (of which there were none), so I don't think it's worth upgrading with the mg". But again, that AA wouldn't've hurt. In: Replays |
Thread: Can I get some advice? Trouble fighting 4x USF Airborne.31 Oct 2022, 10:26 AM
I watched a little bit of your match and it looked like you were doing fine. Except for floating 1k+ manpower for most of the match Yeahh just a little bit... ![]() Making a panther may not have been the best choice....A werfer may have been a better choice. Once the paths are gone, any infantry can walk all over a Jackson. Your mates all went arty eventually though. So the panther was a better choice long term. It just gave the USF players a little more time on the field. Agreed...I lucked out on my teammates going arty. Noted on the Werfer being better for the situation then the Panther. I was just deathly afraid of the Allied tanks at that point. Werfers and shreckzergrens would have definitely fared better. I can see it. Dirty always says a gren blob beats paths... Noted Lately, I do not make an MG unless I have an OKW partner. Really now? Must be some high level 4v4 stuff I haven't experienced yet. Usually mortars are few and far between in the games I play. But that's neither here nor there. Care to elaborate on this? On Lienne any short range inf may work once you drop some smoke to get close. Since you are fighting in a small space south of the VP. Flame pios are also always a good thing in the city to clear buildings. So you smoke, blob in some Pgrens and flame pios in case a building has units/MG. Pgrens shrek blob would be good later to delete Jacksons also. Very good point. I'm just wondering how I should play the early game in that case. Should I go light on grenadiers to make room for early panzergrenadiers (I.E. 2xPio 1xMG42 2xGren, then mortar after some panzergrens or something like that) or just play as normal but get panzergrens later? ...So a good killing stroke works well there. What do you mean by this? You mean like a push with two or three teammates' armor in support? The flame half track was the right call. Proven by its 30+ kills Thank you very much. I can micro well sometimes, but I get tunnel vision pretty bad other times XD. I know people always say light vehicles counter paths so that's why I got it. Me microing that halftrack was pretty much the whole reason I was floating MP lmfao. In: Replays |
Thread: Can I get some advice? Trouble fighting 4x USF Airborne.31 Oct 2022, 10:10 AM
snip snip Wow what? I really didn't see replies on this post. I'm baffled as to how I missed these. Reading now. Thanks for the advice! In: Replays |
Thread: its a arranged team fk the random arranged team game31 Oct 2022, 03:20 AM
Solutions: 1.) Add voice chat. Why is there no voice chat. Why is there no voice chat? For what reason is there no voice chat. Add f*cking voice chat. 2.) As stated in my first post, when a new arranged team is made, it should take the performance of each player across all of their ATs, do that across all players on the new AT, average it together, and then use that as a baseline for what opponents they will face for their placement matches. Very simple. In: COH3 Central |
Thread: its a arranged team fk the random arranged team game31 Oct 2022, 03:17 AM
shinasukac make a coherent OP challenge (impossible) On-topic though (I think???), imo fresh arranged teams should get a temporary rating based on the average of all the players' ratings. The way it works--as it is now--is that when a single player is swapped out of an arranged team, the new arranged team is given a complete fresh start (I.E. they can get matched with total newbies). This is absolutely unacceptable. I'll just share some of my personal experience as to why this is. I play 4v4s. I play a *lot* of 4v4. But you would never know this from my playercard. Why is this? Well, I don't like to play CoH2 without being able to communicate with my teammates. So, I play arranged teams. The issue is that I play with *a lot* of different teams. You see, I've joined a discord server where I can find other players to play with. We make teams and then go to 4v4 automatch. Often times, these teams can have one person leave to go to work. This leads to a bunch of different ATs where I've played one or two matches with then switched to another. It's not my intention that I keep getting matched up with new players, I just prefer communication over silence and ping noises. The AT baseline rating system needs to be changed. In: COH3 Central |
CactusJack
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[TFB] † Deuce †
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