lol, everyone is gonna be playing counter attack commander, hf with shocks melting your men even faster.
Yep and here comes CAS every time from Wehr players.
Thread: Notes for 4/2/154 Feb 2015, 22:48 PM
lol, everyone is gonna be playing counter attack commander, hf with shocks melting your men even faster. Yep and here comes CAS every time from Wehr players. In: Lobby |
Thread: Notes for 4/2/154 Feb 2015, 22:36 PM
In b4 FMR/FHQ spam in team games. In: Lobby |
Thread: Notes for 4/2/154 Feb 2015, 22:30 PM
-Ostheer Sturmpanzer IV's "Bunker Busting Barrage" ability can no longer be activated when the vehicle is in "Hull Down" mode. That's stupid.. this unit is already not used and that is arguably not a bug. Not to mention it cant rotate when hulled. In: Lobby |
Thread: Notes for 4/2/154 Feb 2015, 22:22 PM
So.. i live in Idaho, And if i am not mistaken the servers went down at 1400 not 1500. In: Lobby |
Thread: Notes for 4/2/154 Feb 2015, 22:18 PM
Alright.. i think thats all cleaned up let me know if i missed something In: Lobby |
Thread: Notes for 4/2/154 Feb 2015, 22:09 PM
Udpate for February 4th - Servers will be down at 10pm GMT / 2pm PST for this update, it should take an estimated 4-5 hours. Multiplayer Fixes: -OKW Jagdpanzer IV cost corrected; reduced to 400 Manpower from 480 Manpower. -Fixed an exploit where players could stack the USF Rear Echelon’s “Volley Fire” ability by crewing and de-crewing vehicles. -Changed the Classic Hot Key for "Cancel Construction" to “X” to prevent players from accidentally scuttling their structures. -Mines are no longer permanently revealed after being detected by a Minesweeper. -Removed the collision detection on infantry casualties to prevent them from blocking retreating units. -OKW infantry will no longer get stuck in a retreating state while retreating to the Battlegroup Headquarters. -Changed the target priority on the USF Pack Howitzer from 0 to -100; the weapon is now less likely to be destroyed before it is abandoned. -Units garrisoned inside a USF Fighting Position now display the proper cover shield UI. -Made improvements to AI pathfinding, combat states, preferred combat ranges, and reinforcement logic. -Added the missing requirement tool tip text for the "Recon Sweep" Commander ability on the USF Mechanized Company Commander. -USF Paratroopers Commander ability now shows the correct Command Point requirements on the Commander ability bar. -USF Major's "Rapid Artillery" ability will no longer trigger in all previously called locations when the Major reaches Veteran Level 2. -Unit icons in the "Units" tab of the post-game Match Stats screen now use the correct image. Fixed a bug that caused infantry units to not obey a capture order if the capture point had an unseen enemy cache built on it. -Squad members will no longer stop shooting when pivoting. -Fixed an issue where the AI would paradrop team weapons and never pick them up. -Fixed a bug that caused the USF Priest's "Creeping Barrage" ability not to fire when the ability is called down just outside the ability's minimum range. -The Ostheer Mechanized Grenadier Group and Mechanized Assault Group Commander abilities now have their own unique Icons. -The Ostheer Riegel-43 Anti-Tank mine is no longer missing the ghost construction when the mine is being placed. -Added confirmation speech lines for the purchase the Soviet M4C Sherman's M2HB HMG Package upgrade. -Squads no longer stand inside the Soviet T-34-85 while repairing the vehicle. -Updated the small icon on the USF "Backbone of the Army" Intel Bulletin. -Moved the Intel Bulletins & Skins Filter drop down box in the Inventory Overlay. -Fixed bug that caused the Ostheer 221/2 Scout Car's 2cm Autocannon upgrade icon to not show up after upgrading. -Fixed text error in the Soviet ISU-152's "Tracking" portrait icon tool tip. -Added missing requirements text for the Soviet ISU-152's "Load High Explosive" ability when the vehicle is outside of the battlefield. -Removed the negative effects from Soviet "For Mother Russia!" Commander ability. -USF "Withdraw and Refit" Commander ability will no longer stop the Captain, Lieutenant or Major from being brought back into the game, if they were inside a vehicle that was ordered to withdraw. -Added missing text to "Hold Fire" portrait icon tool tip for Ostheer Grenadiers, Panzergrenadiers, and MG42 Heavy Machine Gun Teams. -Added missing speech lines for the Ostheer "Incendiary Bombing Run" when it unlocks and recharges events. -Added missing speech lines to the PTRS AT Rifle upgrade on Soviet Conscripts. The OKW Fortifications Doctrine’s “Zeroing Artillery” rate of fire now increases the longer enemy units are visible. -Ostheer Pak 40 and Axis Pak 43 projectiles are now using the correct projectile marker; fixes some odd firing animations and potential misses for the “Target Weak Spot” ability. -Fixed bug on abandoned USF Pack Howitzers that caused the unit to not function correctly when the crew gained a Veteran Level a second time. -OKW Sturmpioneers will now remember the toggle setting of their Minesweeper after retreating. -Fixed an issue where Mortar Teams' Veteran Level 3 range bonus wasn't being applied correctly; affected units are listed below: Ostheer - GrW 34 Mortar Team Ostheer - Mortar Half-track Soviet - PM-41 82mm Mortar Team Soviet - HM-38 120mm Mortar Team USF - M21 Mortar Half-track -Removed the “Attack Ground” ability that was accidentally added to the US Forces Priest. -Fixed an exploit where players could negate cover suppression modifiers by attacking the cover directly. Commander abilities now use consistent UI color indicators. -Attacking abilities appear red (Bombing Runs). -Assisting abilities appear green (Recon Flight). -Fixes to the OKW Jagdtiger's 28.3kg APCBC-HE shells so that the FX line up correctly OKW Jagdtiger’s "12.8cm Supporting Fire" ability. Fixes include: -A bug to prevent the vehicle from locking up when using the ability to fire a over a building An rare issue that prevented the ability from being used at all Additional FX Overall improvements to its functionality were made to make it more reliable -An exploit that allowed the ability to kill AT Guns instantly. -Fixed naming error in the USF "M1919A6 Light Machine Gun Weapon Rack" tool tip. -The MG34 Light Machine Gun now has the proper behavior for all squads that can pick it up. Updates include: OKW Obersoldaten and USF Paratrooper squads can fire it on the move; all other squads must stop to fire When not moving, all squads except the Obersoldaten will attempt to use the prone firing position -Obersoldaten will always try to fire from the hip / standing position unless another effect causes them to use prone -Text on the Ostheer Encirclement Doctrine's "Breakthrough" Commander ability now properly reflects the ability to capture points. -Improved the reliability of the Soviet B-4 203 mm Howitzer’s “Direct Fire” ability to reach its intended target. -Ostheer Sturmpanzer IV's "Bunker Busting Barrage" ability can no longer be activated when the vehicle is in "Hull Down" mode. -OKW Raketenwerfer 43 will now camouflage correctly at Veteran Level 1 when crewed by the US Forces. -OKW sWs Halftracks can no longer crush ambient buildings. -The “Sniper Nest” ambient structure can now be destroyed. -Decal system coming soon. As decals become available, players will be able to apply them to their chosen faction's vehicles in place of the default team markings. Campaign Fixes -Updated the text for the Ardennes Assault Ranger Company's "Company Requisition" and "Additional Support I" upgrade ability descriptions in the AA Campaign. -The Ardennes Assault Mechanized Company's "Backbone of the Army" specialization now functions correctly in the AA Campaign. -Updated the Ardennes Assault Cavalry Riflemen tool tip in the AA Campaign and removed text which said “Cavalry Riflemen were good at fighting tanks” (they try hard, though!). -Fixed requirement text issue on the Ardenne's Assault Riflemen and Cavalry Riflemen "Defensive Stance" ability. -Fixed an issue to improve the frame rate on AA Campaign missions when using the Mechanized Company. -Fixed a bug on Mission 12 of the Russian campaign that caused the AI teammate units to become stuck. Cruzz's findings on Ninja changes: Ninja things: All PZIVs (PZIV, Command Tank, PZIV Ausf J) are now using a new West German PIV ausf i model that has been added to the game. GIVE BACK OSTHEER PIV. Potentially fixed rifleman defensive also being triggerable in combat, can't test before the servers come up Pack Howitzer Heat Barrage (vet2 barrage) range reduced by 10, lowered scatter. Added barrage cooldown decrease and range increase to default barrage on pack howitzer vet2 like for other attack types. AND NO LONGER GAINS HEAT ROUNDS FOR THE BASE ATTACK. Goodbye Pack Howitzer being useful, back into the trash heap with the LEIG and SU76. Ostwind simbox is bigger, likelier to get hit by scattering shots (doesn't make a difference for accuracy attacks). Priest Creeping Barrage area length from 30 to 20 units. Minimum range from 35 to 55. Soviet 120mm & 82mm mortar now gain +33% range to precision strike on vet3. Ostheer mortar vet3 gets 33% range to counter barrage USF mortar HT Delayed Fuse Barrage range increased from 56 to 106. USF 57mm ATgun lost -20% accuracy bonus at vet2, but they fixed a potential bonus stacking issue on the weapon. Pak40 crit muni cost to 30(40), now has duration of 4 seconds during which every round will stun and will just attack the target it has or pick one automatically if you haven't given attack order. Pak43 same thing. In: Lobby |
Thread: Notes for 4/2/154 Feb 2015, 22:08 PM
2/4/15* And link the notes here please In: Lobby |
Thread: Tips & Tricks for Newbies4 Feb 2015, 12:07 PM
When microing tanks facing uphill at infantry they will often miss, as they will hit the hill's geometry. Being on level ground or on high ground shooting down is essential to tank vs infantry combat. In: COH2 Gameplay |
Thread: Tips & Tricks for Newbies4 Feb 2015, 07:38 AM
Here's some easy tricks that come time mind: Wehrmacht: -You can sink enemy tanks with rifle grenade (yes even ISU) -Elite troops Mod.24 Stun is one of the best anti garrison weapons in the game. -Close air support's Stuka AT strafe will 1 shot a B4 and most allied tanks. (If it connects) -Festung armor doctrine is one of the best defensive doctrines in the game, Hull down'd ostwinds and P4 command makes it near impossible to approach your pak 43's without indirect fire. (Ost's shoot down planes stupid fast like this as well as it up's there range and firerates) -If you place a Teller and don't complete it, You can then place a Riegel on top you create a mine that can almost 1 shot tanks. -222 AC With spotting scope upgrade has insane vision range. -Sniper's Incend round is off the attack timer, So you can fire and then instantly stun shot. -When using elite troops take a Panzer IV 10% exp bulletin to instantly vet 1 it as it hits the field. -When using the artillery officer you can fire Panzerwerfer's normally and then use his barrage ability to get 2 sets of barrage's instantly -When using the artillery officer His barrage double's the range of the gr.38 mortars. -Katyusha's giving you problems and you need a unit that you can throw away? up gunned 222 fit's the build perfectly. (a lot of people forget about 222 in this situation) -Burning down buildings with a Flame HT can help you a lot if you are being harassed by partisans. Soviet Union: -Don't underestimate the power of Demo's, getting muti wipes ends games. -TM35's Everywhere, A good mine can end the game. While on the subject of mines TM35's Have a increased chance of heavy engine damage while placed on negative cover. -Vet 3 B4 with For mother Russia active will 1 shot a JT/KT/Ele/TA -Demo's can be placed on top of mines. -Partisan's Spy net works on your entire team. -Partisans can lay TM35's It is easy to litter a map with them using parts. -For mother Russia while near a forward HQ's bonus is insanely strong. -This is highly variable depending on the skill of the player; When con spamming and get into a large army on army engagement, Have each con throw a Moly, More likely then not he will not dodge them all in time. -Picked up Panzerschrecks with for mother Russia active do more damage. -Strafbat's Flamethrowers cannot be blown up from a crit. United States: -Assault engi's can lay demo's -M20 mine's immobilize tanks. -Screening your Jacksons with a Sherman or Bulldozer is very advantageous -BAR's on Pathfinders is very strong. -USF gets wire and TT's This can cut off big areas of the map. -Switching out a vet 3 crew into a bigger tank gives it a lead on experience. -Jumping out of your tanks lowers your pop cap and can go past 100 -A fun cheese strat is 3+ USF doing airborne and muni spamming. Up to 6 P47's on the map at once! and will melt axis armor stupid fast. Oberkommando West: -Assault artillery can take out a B4 if he is dumb enough to place it close to a strat point. -2X stuka's will 1 shot a B4. -Artillery Flares are sometimes hard to spot and don't show up on the minimap allowing other offmaps to go on unnoticed. -Popping a Fallshrim out of a building can deal with Kat trucks on urban maps with ease. -Assault grenades can deal heavy damage to buildings when facing a forward HQ user -Stuka 1 shots most forward HQ's -Panzer II can stealth behind enemy lines to kill Kat's -Sturmtiger is a great Ice denial weapon like on Faceoff at rostov. (Destroys a huge amount of ice) -IR StG44 is effective vs units in buildings. -Ober's boobytrap ability is the same as the Russian one from FHQ doctrine but cheaper. -If one of your obers drops a LMG34 pick it up, Any unit wielding this thing is like Rambo. It is especially funny on Ostruppen or Volksgrens. -If i think of more later i will add. In: COH2 Gameplay |
Thread: Lienne Forest Crashes4 Feb 2015, 06:14 AM
Hmm i have not seen this crash but Frencho who regularly plays with me has crashed several times when we were doing 4's I just assumed it was his POS computer.. Good to know. In: COH2 Bugs |
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