Sorry, no replay for this. But anyone else having an issue where infantry walks right over your teller mines and no explosion? I noticed it in two matches where I placed them on a chokepoint and deliberately baited the enemies blob to go right over it and nothing. In one match a t34-85 later set it off. Is there something I'm missing? |
I mostly play team games so it's best when your teammates use good synergy to compliment the tanks. The pathfinders are great for the spotting, but the thing I love most are those Cluster Mines. They can be epically game changing. Especially when you get them on an OKW base after a retreat or a grouping of team weapons for Wehr. Its just so satisfying watching those babies drop down on top of the enemy and blowing up everything they rain down on. Anyone else concur? Found other fun ways to use the commander I may be missing? |
I'm like Distrofio here, neutral on a buff. I almost always choose the Pak over them. However, I 'd tread on the side of caution in making any changes that makes them viable to be used as mainline infantry. There's a whole thread on adjusting conscripts that bring valid points at to which units aught to be mainline. 5 man squads with STG upgrades and Pshrek upgrades with nade, sounds a lot like the OKW Volks problem that was patched out. (admittedly before I purchased the game). Pgrens have a supporting role and will hopefully always be considered support. |
Not to be a jerk, but on sale, combined they should be like $4. Why not buy them both and use the ones you like more? |
Thread: Captain12 Mar 2019, 21:14 PM
Lock in airborne or armor co, you get paths or ass engies usually. You can also throw in 1-2 rifles for the AT snare. tech CPT -> pak howi -> AAHT against OST. pak howi still good vs OKW, but AAHT it far less viable since 2x rak is much more common than 2x pak.
Ahhh Yes, yes. I never go Armor, so I forgot about those. With Airborne I do bring an early Path for the spotting. Usually never two. |
Thread: Captain12 Mar 2019, 20:54 PM
You should mention if you're selecting a doctrine with callin infantry. Callin infantry is all the rage atm so that'll really diversify your build.
How does your build diversify with Call Ins? I'll Typically go, RM, RM, RM If OKW, RM, RM, Mortor, if Wehr. Typically regardless of Doctrine. Just curious. |
https://www.coh2.org/topic/84257/useful-interesting-threads-2-0
If you want the practical answer:
1-The ladder is based in an ELO system. A new account is assigned X number. If you win against someone who is ranked higher you win more points than if you do against someone who is inferior to you.
While your ELO number is hidden, your position on the ladder is based on this number.
2-How do you obtain this number? By playing at least 10 games with a certain faction, a certain mode and with certain people. Each ranking is independent of the others. Each different pair (2v2) or team (3v3+) has a specific ELO number.
3-The interesting part comes from the numerical ladder position vs your rank level. There are 20 ranks, which if you look carefully, you can see that several ranks are missing. This is due to the fact that each of the 20 ranks represent a certain percentile of players which are ACTIVE.
While the ranks 16-20 represents the top200 players, the ranks 15/14 are generally missing cause those represent the top X percentile of the playerbase.
4-Talking about activity. Once you stop playing with a certain partnership and mode for a whole month, your rank becomes hidden. Your ELO remains the same (although it is said to be a certain decay, it's not effective TBH to the point it matters). Once you play 1 game, you have a whole 1 more month till it becomes hidden again.
Why does the ladder look like it is right now?
A) The first 10 games are REALLY important. If you secure around 7/8 wins you should easily be put around top200 even if you haven't face anyone around that rank.
B) Top50 with fewer than say 25 games require a really good WR % depending mostly on type of ladder as well. It's not the same the random ladder than the arranged team ladder.
C) There's a breaking point around +100 games on which you forcefully raise in the ladder by just playing and maintaining around 55% WR.
I like to call this, the PG.Angreifen effect. While the player has a better WR that what i mentioned before, you could see that there are probably better players with better WR on the ladder. But these type of players have gone through such a grind, that they have a higher ELO. This is more notable on random ladders for teamgames.
Thanks for the explanation. It is much appreciated! |
I'd like a better understanding of the ladder standings and how they are calculated. Looking at the top tens, it doesn't seem its fully based off win% nor # of games played. For Brits 4v4 for example, as I write this. Dr. Hadorkin is 1st with 509 win% with around 1,400 games played. #2 has higher win% 723 and 160 games total.
Also, is your arranged team games calculated the same as with randoms?? My pc shows I'm unranked with wehr, however I've played them a bunch the last two weeks both with AT's and randoms. Not sure what gives there.
Thanks in advance |
The end game stats leave a lot to be desired. It would be great to see both damage and kills for your units. I hate having a great run with a unit to have to killed just before the game ends and not get a clear representation of its performance. Likely a stretch for COH2, but COH3 definitely needs to overhaul its endgame reporting. Including its highlights. "Congratulations your panther was your team killer with 3 TK's".......good to know relic....good to know. |
An in-game encyclopedia of all the units and their stats, tied to the files/code (to prevent ninja changes)
+1 on this. Not sure if it's implied, but I'd add detailed descriptions/stats on veterancy buffs as well. |