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Thread: Radio Silence versus Spy Network (What happens?)27 Jul 2014, 11:54 AM
Just a quick question. What happens when the Allies use spy network and the OKW has Radio silence? One shows enemy on the minimap while the other cancels units showing up on the minimap. What would happen? Anyone with experience can tell me? In: COH2 Gameplay |
Thread: How can you counter Strumpioneers? 25 Jul 2014, 16:12 PM
From what I know, a Rear Echelon Squad following a Riflemen squad is enough to force a Sturmpioneer team back. By using the suppressive fire properly (and dear god do some people not use it properly), you can force Sturmpioneers to either stay in their cover to avoid being suppressed, leaving them to lose the firefight in medium and long range. If they charge, they get suppressed without cover, forcing a retreat or have unnecessary manpower bleed. I do see how Sturmpioneers can be a headache, but their high maintenance to reinforce is a major downfall for them. |
Thread: OKW arty call in instantly destroys your base?25 Jul 2014, 02:31 AM
To think I used to believe the railway artillery was a base-wrecker. This is probably going to be adjusted in the near future, along with the other particularly effective artillery truck-o-doom. In: COH2 Gameplay |
Thread: Commander Suggestions for Fun Part 224 Jul 2014, 14:39 PM
A few members in my community were talking about this idea so I thought I'd share it. usfGround Artillery Company Collateral damage has been known as one of the most commonly used strategies by the Allies, tallying up large amounts of casualties as well as leveling cities. This doctrine will focus on both recon and artillery, spotting and breaking down enemy fortifications or wiping their army off the map before they can be a threat. R.E. Spotter Kit Command Points: 1 Cost: 40 Ammunition Duration: N/A Cooldown: N/A Description: Rear Echelon squads can give up one of their rifles to gain a radio pack and binoculars. Gain's "Spotting" skill, improving artillery accuracy. Specifics: "Spotting" works similar to SU-85's forward scope. By reducing 15 peripheral vision, Rear Echelon squad gains an additional 30 distance at a 30 degree angle. Rear Echelon squad can no longer move, but Spotting can be toggled on and off without any cooldown penalty. Enemy units that are spotted during "Spotting" will gain a 5 second debuff after staying within spotting area for 2 seconds. Spotting targets includes infantry, armor as well as buildings. Artillery fired near units with debuff have a higher chance of hitting the spotted unit. Riflemen Flares Command Points: 2 Cost: Self-explanatory (already exist) Duration: Self-explanatory (already exist) Cooldown: Self-explanatory (already exist) Description: Self-explanatory (already exist) Specifics: Self-explanatory (already exist) Collateral Damage Command Points: 4 Cost: 80 Ammunition Duration: 30 seconds Cooldown: 90 seconds Description: Haste artillery units to fire more frequently rather than accurately, effectively blanketing large areas rather than hitting specific target. Specifics: M1 75MM Pack Howizter and M8A1 Howizter Mortar Carriage will fire twice as fast during duration. Spread will increase by 50% during this time, but this side-effect can be slightly negated by using "Spotting", even though it may leave the Spotting squad liable to being bombed as well. Specific Barrage Command Points: 4 Cost: 40 Ammunition Duration: N/A Cooldown: 20 seconds Description: All artillery units can fire a barrage that is extremely accurate, but require proper spotting to work. Specifics: M1 75MM Pack Howizter, M8A1 Howizter Mortar Carriage, and M40 155mm mortar carriage can all fire 3 rounds that are extremely accurate (similar to Soviet Mortar's Vet 1 barrage). It targets units instead of a specifics area, and requires the unit to have "Spotting" debuff on them to fire. Barrage rounds will arrive at the area the unit has last been 1.5 seconds ago. M40 155mm Mortar Carriage "Long Tom" Command Points: 10 Cost: 550 Manpower 200 Fuel Duration: N/A Cooldown: 90 seconds Description: Also known as "Big Shot", the Long Tom is known for its stupendously large cannon capable of both artillery and armor piercing. However, unprotected crew as well as long reloading leaves the behemoth very vulnerable when unsupported. Specifics: Long Tom can turn on and off Artillery mode, requiring a 2 second set-up and pack-up time. Long Tom cannot move after setting up and has a range equal to 152mm howizter. When set-up, Long Tom must be manually set to fire a barrage, consisting of three shots with a strong AOE radius of 7 offset by a scatter of solid 5 regardless of distance as well as a 30 second cooldown. Damage is 200 with a penetration of 150 when Long Tom is in Artillery mode. When Long Tom is not in Artillery mode, it can fire horizontally at targets, but requires a manual command to do so. Firing in this state deals 300 damage with a penetration of 180 offset by a 30 second cooldown. Long Tom has a hitpoint of 600, front armor of 120 and rear of 100. During Artillery mode, the long gun is similar to a weapons crew and is susceptible to being decrewed by small arms fire. Re-crewing Long Tom needs 4 men. Image from Wikipedia In: COH2 Gameplay |
Thread: Commander Suggestions for Fun23 Jul 2014, 15:21 PM
I have ideas about posting one for US. My understanding of OKW is too limited for me to provide a relevant commander that is actually somewhat original. @steel: As braciszek has stated, the terrain are not designed to be indestructible so as to prevent a lockdown of a area. Making it still vulnerable to destruction means the opponent still has a chance of breaking through. It has no cost, and can be built to cover a lot of area, so the time taken to break down the entire terrain will be nearly equal to the time it takes to prepare. @akula: "Soft Ground" is basically making the earth slippery and uneasy to move on. So "dropping" would be like mixing the dirt below with water or just leaving mud behind. Sort of like a half-track taking a dump in the middle of the road. pigsoup: Could you tell me what exactly you felt caught your interest for the Soviet commander? I don't want the Dive bomb to be too high level. Introducing it mid-game would mean it has enough relevance to cooperate with "No Man's Land" since the Dive bomb will neutralize points. @PanzerErotica: Thank you @vietnamabc: Something like that, yes. To be honest I wouldn't mind having a large selection of commander. On the basis that they are all balanced, that is. In: COH2 Gameplay |
Thread: Post Patch WFA Grenades23 Jul 2014, 09:42 AM
Tad bit devastating, and I would think a tweak so that grenades are not so deadly might make it better. But alas, there is always moving out of the way, unless you lag like I do. In: COH2 Balance |
Thread: Commander Suggestions for Fun23 Jul 2014, 03:07 AM
I never saw a actual sub-forum for suggestions so I thought I'd just leave it here. None of the ideas posted below are truly original, in fact, they are compilation of random creative suggestions I've heard during my entire time playing Company of Heroes series. I sort of tweaked or changed it a bit to make it fair. In short, I just hope people enjoy reading this post without getting too offended by the fact that these ideas are already posted elsewhere. sovietsAdvanced Frontovik Tactics: The front lines of war grind both men and armor into dust. Using this tactics will ensure your army can withstand the fury of enemy much longer - surviving long enough to repel the enemy from your line or pushing through their's instead. Front Line Preparation Command Points: 1 Cost: 10 Ammunition Duration: 10 seconds Cooldown: 30 seconds Description: Urge good men to prepare for the worst, increasing all defensive building speed Specifics: Sandbags build time reduced by 50% All mines build time reduced by 30% Barbed wire build time reduced by 20% Death Crawl Command Points: 2 Cost: N/A Duration: N/A Cooldown: N/A Description: Experienced men of the front lines are aware that compared to sitting in a kill zone it is better to get out of one. Upon reaching level 1 veterancy, infantry will have reduced movement penalty when under suppression. Specifics: Conscripts, Combat Engineers, Penal Battalion will have 50% less movement penalty when under suppression. Advanced Front Line Equipment Command Points: 3 Cost: 65 Ammunition Duration: N/A Cooldown: N/A Description: Conscripts can be turned into true Frontovik that can push through enemy lines, changing their rifles to sub-machine guns at the cost of losing some of their other utility. Specifics: Conscripts have all rifles replaced with PPSh-41, they no longer can throw AT grenades or build defensive buildings. "Oorah!" can be activated during suppression, causing crawling to be even faster. Wheeled Battering Ram Command Points: 5 Cost: N/A Duration: N/A Cooldown: N/A Description: T-34 tanks are well-known to ram their opponents. Now the grim decision of self-sacrifice can target enemies other than tanks. Specifics: T-34 can now ram weapon crews and buildings. Upon doing so, they receive a definite "damaged engine" de-buff. Weapon crews rammed will lose two entities and crew will receive a "stunned" debuff. Buildings will receive 400 damage and units inside are forced to exit (may re-enter immediately). Ramming against AT guns will not just caused "damaged engine" but a definite "main-gun destroyed" as well. Incendiary Barrage Command Points: 6 Cost: 120 ammunition Duration: Self-explanatory (already exist) Cooldown: Self-explanatory (already exist) Description: Self explanatory (already exist) Specifics: Self explanatory (already exist) ostheerTerrain Engineering Doctrine Terrain can be the determining factor of skirmish results. This doctrine emphasizes the engineering of the environment so that your army can get the edge on the battlefield. No-man's Land Command Points: 1 Cost: N/A Duration: N/A Cooldown: N/A Description: Valuable points on the battlefield are often hard to capture. Heavy machine guns firing at enemies in neutral areas will suppress much faster. Specifics: HMG squads gain a additional 0.1 suppression when firing at units in neutral areas. Field Engineering Command Points: 2 Cost: N/A Duration: N/A Cooldown: N/A Description: Pioneers can now engineer the battlefield so that it will hinder your enemies' advances. Specifics: Pioneers can build "Kill Zone" and "Soft Ground", available in the defensive building menu. "Kill Zone: are flattened terrain that will give a red cover to units passing through. "Kill Zone" are roughly the size of a bunker and is built similar to barbed wires, each kill zone takes 7 seconds to set up when not under fire. "Soft Ground" are terrain that act similar to mud and deep snow, slowing down units passing through severely. The size and building fashion is similar to "Kill Zone". Both "Kill Zone" and "Soft Ground" can be destroyed by explosives. Both "Kill Zone" and "Soft Ground" have 300 hitpoints and cannot be repaired. There is no cost for building "Kill Zone" and "Soft Ground", but de-buff are both allies and enemies. Ambush Engineering Command Points: 3 Cost: N/A Duration: N/A Cooldown: N/A Description: Pioneers and Grenadiers are capable of setting up ambushing spots, concealing themselves and providing medium cover. Specifics: Creates a small tall brush the size of a barbed wire that provides medium (yellow) cover to units. Units using this brush can conceal themselves when out of combat. The brush can be seen by enemy commanders, thus building one in the middle of a open field is not recommended. Tall brush can be destroyed by explosives, has a hit point of 100. Half-track Engineering Kit Command Points: 4 Cost: 50 Ammunition Duration: N/A Cooldown: N/A Description: Half-track are able to drop "Soft Ground". Has a much faster build time than Pioneers. Specific: Half-track can drop "Soft Ground" similar to how Riegel mines are dropped. Build time is only 4 seconds and have no cool down. Upon upgrade, Half-track can no longer carry infantry nor upgrade for flamers. Stuka Bombing Strike Command Points: 5 Cost: Self explanatory (already exists) Duration: Self explanatory (already exists) Cooldown: Self explanatory (already exists) Description: Self explanatory (already exists) Specifics: Self explanatory (already exists) In: COH2 Gameplay |
Thread: Empty bunker reinforce bug?22 Jul 2014, 07:02 AM
I am not sure if this is a bug, but once a bunker is completed, the unit that built the bunker can reinforce themselves as long as they do not move after completion. As soon as the unit moves the reinforcement is no longer possible. Is this intended? I don't find it game changing, but I can sometimes sneak in a ninja reinforcement when I finished a bunker. In: COH2 Bugs |
Thread: Small neat things I would like to see21 Jul 2014, 15:38 PM
Just some stuff I felt might be nice to have. 1) MG being able to turn the direction I want when in buildings 2) Units being able to use abilities in buildings (e.g. Faust, Grenade, Concentrate Fire) 3) MG manual reload! 4) Have units inside cars fire at what I tell it to, not what it feels like shooting. 5) (Personal) Shotguns, why not a thing? Anything else to add? In: COH2 Gameplay |
Thread: Osttruppen ammunition heavy strategy discussion21 Jul 2014, 10:50 AM
This thread is my attempt to call out for Ostheer players to improve a strategy I have been working since two days ago. I'm not the greatest tank player, and to be honest I loathe using high value units because of the high stakes. Especially since I have to deal with the terrible 2 second lag in every game I play. Thus, tactics that are more infantry heavy are what I enjoy. It is "relatively" more forgiving and does not have the capping disadvantage that most armor heavy play have. Keep in mind I usually play 2v2 or higher (usually 2v2) The ammunition heavy strategy that I use is based around faust, MG bunkers and shrecks (maybe the occasional railway artillery). Any Ostheer unit can build bunkers, and with numerous Osttruppen squads as well as ample amounts of ammunition, I intend to cover grounds by slowly building bunkers, forming a defensive line. Osttruppen are low pop units, and have small penalty if I spam 4-5 squads. Less manpower penalty means I will have extra manpower most of the time, which I shall convert all into MG bunkers. Early sequence: Tier 1 buildins > Osttruppen > MG42 > Osttruppen x3 The MG will be to secure spots for safe bunker building as well as the occasional tool to push lines. Osttruppen squads will form firing lines to cover MG moving or squads building. Ideal state would be forming a strong firing line composed of MG bunkers and Osttruppen. Mid-game: BP1 > Pioneer > Tier 2 > 221 Scout Car > 251 Halftrack > PG x 2 > Pak40 x2 On the assumption that the firing line is formed, Double PG with shrecks means a mobile AT team that can go back and forth from the firing line to destroy any armor that attempts to break through. It is likely I might leave one squad un-upgraded to keep my anti-infantry up to level in case there are infantry charges that manages to get around the MG fire. Eventually I will get double PG shreck teams though. Pak is to further reinforce any likely tanks that attempt to charge the firing lines. Osttruppen at this point is only to draw fire and steal resource points when opportunity is given. 251 halftrack will help reinforce any squads as well as move them to and fro from the firing line quickly. Scout car is great anti-infantry and eventually will be used to kill mortars. If I manage to keep all units alive, my manpower income will significantly be short. Pioneers are there to maintain bunker and vehicle healthiness. Late-game: Wait, there's a late game? Well, the likely armor spam meta is definitely going to break the firing line eventually, thankfully with amount of available fausts (Osttruppen), the tanks can be decent targets for both pak and shrecks alike. If I really feel cheeky, I'll make my scout car drive up to their base and drop railway artillery. Because two of those can destroy tier buildings (US have theirs so bunched up it makes such a godly easy target), and surprisingly the skill is low cooldown. The munition is not a problem because of resource conversion. Available counters to this tactis: A lot to be honest. Mortars are going to be the go-to for most static defenses. Scout cars could work, but I would honestly say its still not that effective because there is the threat of being destroyed before forcing the mortar to retreat. Fortunately, I build more bunkers than they can ever hope to blow up, and pioneers make sure the bunkers can take more hits before going down. "Don't worry, we'll just build a new one." Shock troops. These guys are the bane of Osttruppen. Scout cars and multiple PG are the only answers I have in mind. If I manage to get the defensive line up before the Shock troops arrive, then the threat is not as significant, but they usually arrive a lot earlier than that. Thus, scout cars or the MG42. Decent Tank squad. Sure I got a few paks and shrecks, but one heavy tank supported by a few medium ones would mean game over for any defensive line. "KV-8 is OP!" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I'd appreciate feedback of any sort. I really would not mind those who pick the strategy apart into pieces and call it crap. I can see all the flaws that way. Thanks for spending the time to read this and have a good day. |
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