Does anyone here use an ultrawide monitor for COH2? How do you like it compared to a normal widescreen? Does it give you any wider view or does it cut off part of the bottom and top?
I'm looking at this:
https://slickdeals.net/f/11125819-27-samsung-c27h580-1920x1080-curved-freesync-monitor-199-or-29-lg-29um59a-p-2560x1080-freesync-monitor-184-free-s-h?src=catpagev2
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Thread: COH on ultrawide?6 Jan 2018, 22:08 PM
In: Lobby |
Thread: [PERSONAL BALANCED MOD]HOI BALANCE MOD BETA5 Jan 2018, 20:11 PM
Are you trying to balance for 1v1's or everything? If you want to balance for all modes, then instead of changing Gren's RA, you should add a 5th man upgrade that is the same as the one for Tommies. I'd recommend putting the upgrade in T3 or T4 so that it doesn't mess with 1v1 balance but enables Grens to be somewhat survivable in 3's or 4's. In: COH2 Balance |
Thread: fixing okw taking form vcoh5 Jan 2018, 19:39 PM
....stuff & more stuff I kind of liked the old OKW more than the new, particularly the PIV. The pre-nerf PIV felt like a mini-KT, the new one feels like another T34/85. OKW had an identity with really good late-game armor. Maybe that didn't fit with where people wanted it to go but it had it. The nerf to the LEIG has made the raketen really vulnerable to indirect. I'm having a really hard time keeping the things crewed in 3's or 4's. Any time I can, I'll take a captured AT gun and salvage the raketen. I'm sure I'm in the minority here, but I don't think Volks are a problem. I think the bigger issue is that their armor isn't much better than Allied armor (in the current patch) and they can't build caches so the Allies always have more tanks and TD's. In: COH2 Balance |
Thread: 3 OKW's go to a random bar........5 Jan 2018, 04:11 AM
Surprisingly, this was a fun game to play. It lasted 84 minutes and I lost 368(?) models as OKW, which has to be some kind of a record (of the bad type). MG34's not that helpful, ISG's worse, but Panzerfusilier's still good and JT still good. It's fun to watch at 8x speed just to see the pure carnage in the center, with battles starting by 4-6 Katy's and Sextons barraging the area, followed by many Shocks & rifles closing in for grenade wars in the center. Only Hans and Franz survived, and chalked up 60+kills. Dieter in the JT got something like 39. The center VP changed hands probably 20+ times and the game ended up close. In: Replays |
Thread: [USF] Thompson paratroopers3 Jan 2018, 02:53 AM
Sorry but you're wrong on this one. I used the ability a bunch of times. It could drop with Thompsons, 1919's or bazookas, great for troll games. In: COH2 Gameplay |
Thread: The new patch1 Jan 2018, 00:11 AM
No, but players can't A-move maxims like they could before, and flanking a MG, particularly a maxim with the narrow arc, is much easier than trying to flank a JT with a spotter. Also, OKW does get free smoke on the ISG, which is the only reason to ever get one in the current patch. In: COH2 Balance |
Thread: The new patch31 Dec 2017, 22:05 PM
I always said L2flank heavy TDs in old patch, but people said that wasn't possible. How did flanking become possible in 1 patch? ...and you were always wrong when it came to team games. Long narrow maps like Red Ball plus commanders with Panzerfusiliers & JT or spotting scopes & Elefant made flanking difficult on those maps. In: COH2 Balance |
Thread: OKW is absolutely trash now, rebalance this asap!31 Dec 2017, 17:34 PM
This is only one data point but: 100k damage in an hour from what everyone is calling a trash faction. Command Panther and volks still okay. Raketen is garbage. Comets could easily dive in, launch grenade, wipe Raketen. Jacksons could drive by and just ignore. Short range of Raketen means that if Allied player sends any infantry along with tanks, the Raketen gets to take only one or two shots before retreating. In: COH2 Balance |
Thread: AT weapons for OKW31 Dec 2017, 16:08 PM
You say this like it's a bad thing. Nobody would miss the Raketen. It belongs in some BS commander like Overwatch. I'd like a regular Pak. The short range of the Raketen really makes it get wiped a lot in larger team games, much more than any 60-range AT gun. COH1 had a mechanic that didn't allow capping by cloaked units. COH2 could probably implement the same. Raketens shouldn't being able to move in open ground while cloaked. It allows the mechanic of sneaking two around and occasionally being able to snipe vehicles up to a Sherman, while always being able to retreat and not really risking anything. In: COH2 Balance |
Thread: The most efficient machine gun30 Dec 2017, 22:53 PM
MG42 still feels like the gold standard. 50 cal seems almost as good, just not as wide of an arc DBP Maxim seems okay, but not in same league as other two MG32 fires rubber bullets as ever, suppresses okay but would be nice if it did some damage In: Lobby |
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