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Thread: How to properly play the 22226 Dec 2016, 12:11 PM
I was being facetious. These days I seem to be putting more time into Skyrim and online poker, than COH2, but if I get back into the game perhaps. In: Strategy Desk |
Thread: How to properly play the 22224 Dec 2016, 01:24 AM
I'm not a "Senior Strategist" like some people in this game, but I've been playing COH1/COH2 for long enough to have logged 400 solid days of gameplay without rest. It's basically been by far, my most favorite game in terms of hours logged, for the past 10 years. Here's what I want to say. On maps with fck tons of heavy cover, buildings with heavy cover, CHOKE POINTS, and such, the 251 FlameHT is the way to go. This is a good weapon for flushing units out of cover, and garrisoned buildings. On large open maps (maps with a lot of farmland for example and scant buildings) with lots of flanking, mobility, and very little heavy cover, and mostly light, neutral, or negative cover, a pair of 222's is the way to go. Personally I always go for a pair, for most units I think a pair is more likely to eliminate/destroy what you're up against, where a single unit will only repel/force to retreat. For some extra investment, I try to eliminate and destroy, over repel and retreat the enemy units. They're pretty difficult to keep alive without excellent micro, just make sure you're constantly using your hotkeys when you use the 222, you should always have one hand on your mouse, and the other hand on your keyboard for spamming the hotkeys, "A" for attack move, and "U" for reverse, and have them both binded a number "hot key" binded, 1234567890. "A" for Attack-Move is really useful for these units, because as soon as they come within range of an enemy unit, or spot one, they will automatically stop charging forward, and start firing their main cannon/mg. These are not tanks, they are not breakthrough units with enough armor to take a few hits before being forced to retreat. You need to keep them at range away from the enemy as much as possible, particularly if they have AT weapons, AT nades, or an AT gun in the rear. Most of the time, if the enemy damages the engine of a Scout Car, this can be summed up as nothing less than a disaster for the Scout Car, unless promptly supported by infantry and repair units in the immediate area. It's not a bad idea to have an infantry screen in front of them when going forward, to help protect against AT weapons, nades and AT guns. The 20mm/MG is a direct fire weapon. So this weapon excels on maps with limited to no cover. Whereas the FlameHT excels on maps with heavy cover/garrisoned buildings. Keep this in mind when picking between a FlameHT and a pair of 222's. In: Strategy Desk |
Thread: 222 vs 25119 Dec 2016, 21:53 PM
Just want to get out of the way I play 4v4, since I find it the most entertaining, and I usually play COH2 when I need a break from online poker so I don't take the game too serious like a lot of you do. Just wanted to check with people on my theories on when to pick the 222 vs the 251. First of all I always get the flame upgrade for the 251, I use to use it to reinforce on the field until that ability got nerfed hard. In my experience, I think the 222 works good in pairs, but is good on wide open maps with lots of flanking, and if your soviet counter part went t1 for penals, snipers and M3, USF went Lieutenant (can't believe I spelled that right without spell check) for the M20 and AA Halftrack, and if the UKF is making use of WASP Universal Carriers. I think it's also good on maps with little heavy cover and buildings, and mostly open (nuetral cover) ground, light cover, and negative cover, is where it really shines. The Flamethrower 251 is good for urban maps with lots of garrisoned troops in buildings, and units in heavy cover that is hard to dislodge with direct fire from K98k's and MG42 fire. What do you guys think of my analysis, or would anyone add to it? Generally speaking, since most maps have a decent amount of buildings and heavy cover, I find the flame 251 to be the unit I pick the vast majority of the time. How do you guys feel? |
Thread: Is 4gren squads too much?19 Dec 2016, 21:45 PM
This is assuming I did a HMG-Gren-Gren-Gren-Gren opening. Usually I do HMG-Gren-Gren-Gren-Tech to T2 I mainly play 4v4 random, because it's the most enjoyable for me, big battles, and I like to be part of a crew of people as opposed to a team (2v2) or individual (1v1). Just noticed last time I did it, a few months ago, some of my teammates complained that I had too many grens. I personally think they're people who look for excuses why the team lost, usually after they lost most of their units early into the match, so to make them feel better, they blamed me, when I'm actually a pretty competent player given that I've been playing COH in general, as my favorite game in terms of hours invested, since 2006. I like the additional AI I get from 4 squads, it helps to have them in 2 teams of 2 squads each to attack from 2 flanks. If the enemy starts doing something that hard counters grens, such as Katyusha spam, if 1 of the 4 squads dies, I don't replace it, and start investing in units that aren't as susceptible to Katyushas. |
Thread: When does the Winter Balance Patch come out for everyone?19 Dec 2016, 19:13 PM
Just curious when this is going to be happening for everyone that plays the game as opposed to a few testers. In: Lobby |
Thread: 4v4 all brits on one team, 6 mortar pits9 Oct 2016, 17:58 PM
What if you find the other versions of the game boring, like 1v1, 2v2, and 3v3. SHould you still not play 4v4 which is the mode of the game I find the most entertaining? If you want to play the other game modes thats your prerogative not mine, I prefer to play 4v4. In: Strategy Desk |
Thread: 4v4 all brits on one team, 6 mortar pits9 Oct 2016, 10:38 AM
I'm gonna try storm doctrine with the added benefit of the stuka divebomb. Only if we had super-ganged up one side, and forced them off half the map so they couldn't lay down their brit sim city, would we have had a chance of winning this round. It was a dull match, those mortar pits are hard to kill. In: Strategy Desk |
Thread: 4v4 all brits on one team, 6 mortar pits9 Oct 2016, 03:48 AM
Yea, I was playing redball express. 2 mortar pits and a bofors on one side guarding a fuel and muni and vic (and center vic), 4 mortar pits and a bofors on the other guarding a fuel, a vic and a muni and center vic, and of course both are well supported. They basically forced us off all vics, and all fuels on the map, and all munis. How do you counter this? I need a pure emplacement killing commander, I went with Joint Ops, by the time my 2nd howitzer was up he called in that cheesy carpet bombing ability and immediately lost one of my howitzers. I mostly spent the whole match not going to the front because my men would just due from having 8 mortar crews dropping shells on them. I'm thinking maybe there are better commanders. Someone tried doing early mortar halftracks, but it didn't really put much of a dent in it before they were building the 2nd and 3rd mortar pit on the right flank. In: Strategy Desk |
Thread: COH2 is unplayable, Game lags horribly 17 Sep 2016, 02:00 AM
Yea but I've been playing it every day for the past 4 years and only recently in the last 3 or 4 days, has it become unplayable. |
Thread: COH2 is unplayable, Game lags horribly 17 Sep 2016, 00:17 AM
Something happened over these past 3 or 4 days and I have no idea what it is. THe game is basically unplayable as it sits now. First of all, I always thought this game was much heavier on the CPU/GPU resources than it needs to be. Horribly coded? I don't know, it is far more demanding than it needs to be. My Skyrim looks freaking beautiful after some graphical mods, and it doesn't hog anywhere near as many resources as this lackluster in graphics game does. Besides a slow cable internet connection, I'm using a top of the line PC, at least it was a year ago when I built it, two GTX 970's (These were the best GPU's I could get at the time without shelling out $1,000 or more for an SLI build), 16gb of 2400mhz RAM (this was the fastest RAM available at the time) an i7-4790k CPU (again, this was the fastest quadcore I could buy on the market at the time, without buying a hyperthreaded 6-core and then run into the law of diminishing returns). I got the game on the freaking lowest settings I believe, unless perhaps it's setup for 4k settings (I have a 4k monitor) which I don't think it is, because last time I ran it on 4k settings, everything was super small, the cursor was the size of needle head, and the minimap was the size of a quarter, basically rendering the user interface unusable. Basically, besides a slow internet connection, I got a pretty bitchin' PC, even when i run this game on the absolute lowest settings, that was meant for an E-Machine with a budget GPU added to it, it still lags horribly. THis problem came up over the past 3-4 days. I tried redownloading and reinstalling the game, that didn't fix it. What is up with COH2 these days? I've always thought in terms of coding, COH2 was a pretty crappy successor to COH1 which would run on some pretty low end PC's within a few years into it's run as a game. Now my high end PC running it on bottom rung lowest settings can't run it. |
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