I've had this happen to me in vCoH and CoH2, but it only happens when I Alt-Tab out of the game. And then come back in. Doesn't happen every time I do it though. |
Flame/Sniper Clown cars + Guards / mines
I usually skip Soviet T1, unless I see multiple MGs...in which case I get it for a clown car to run the MGs off the field.
Can you recommend a well-rounded early build order and commander choice that incorporates Soviet T1? |
My early game on the Soviet side is pretty much Conscript spam. I try to follow that up in the mid-game with a quick T-34. I'm admittedly not a great play, but I'm able to win about 60% of my games with this strategy and manage to be competitive in most of the ones I lose...until lately.
I've been running into a German strategy that sacrifices early map control for a quick Tier 2. They only build two grens from Tier 1 and maybe one additional engineer. No support units (MGs, snipers, or mortars). In the very early game, I'm able to dominate the map, but at around the 6-7 minute mark (don't quote me on the exact timing), a couple PGren squads hit the field and manage to push me off the map. Maybe 6-7 minutes isn't that early for a PGren, but they seem to churn out 2 or 3 in no time, like they were saving up the manpower until T2 was built. By the time I get my T-34 out at around the 8-minute mark, one of the PGren squads is about to get shreks and there's a good chance they have a Pak on the way.
I think the obvious counter to this is Shock Troops, which I've tried. And maybe that is the right answer and I've just been outplayed (which is entirely possible). In one of the games, I think I was trying too hard to hold off the PGrens with my Conscripts and was draining manpower to reinforce them. As a result, I was only able to afford one squad of Shock Troops before the game was already pretty much over.
Any ideas on how to adapt my strategy once I see that early PGren squad? Or maybe I need a more versatile/flexible early build that will stand a better chance when this happens. |
But surely, use of the tactical map is a 'good thing' no?
I'm talking about being able to quickly ascertain where you are on the map, preferably without having to take your eyes off of the action. The quickest way is to be familiar with buildings, roads, and other landmarks that are on your screen. The next quickest way would be to look for the white "screen outline" on the mini-map. The tactical map doesn't really help with this (since it replaces your whole screen with the map).
It was nice on Angoville in CoH1 to see the house on the right hand side with the victory point next to it and immediately know that my opponent's cutoff was one screen length to the left and one screen length up...or that the fuel point was a half screen length to the right and just a little bit up. I don't see myself ever being able to get that familiar with these new CoH2 maps. They just seem like a bunch of strategic points floating in a bunch of nondescript space.
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Moscow is just huge for a 1v1 map
Agreed. Minsk Pocket is pretty big too.
I wish they'd make some dedicated 1v1 maps instead of trying to make them pull double-duty for 2v2s also. With these new maps (especially Minsk and Moscow), there's just a lot of nondescript roads, fences, and houses scattered about and it's difficult to know where you are without referring to the mini-map. At least Kolodny Ferma and Pripyat have some defining characteristics, but they're still nothing like Angoville, Langres, and Semois from vCoH.
What I loved about those is that every area of the map was easily distinguishable from the rest of the map. After playing them only once or twice, I could easily orient myself based on the different landmarks. I'm sure I'll get familiar with the new maps in time, but I still think they'll suffer from a general lack of character. Can't wait for the modders to get to work. |
Does anyone use this or know exactly how it works? I think it's part of the Guard Motor Commander/Doctrine. The description says something about "increased focus fire", but I'm not sure what that really means. The one time I used it was against the AI. My T34 managed to deal significant damage to a Panzer IV in two shots from a rear flank. I think the damage was more than normal, but I don't have anything to compare it to as I usually run my T34s away from PIVs.
Any insight into this ability and how it can be used to "even the odds" versus the better German armor would be greatly appreciated.
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I like the fact that the game is slower, but I could hardly feel the upkeep at all, I almost never feel short on manpower. I dislike the current system based solely on population, simply because CoH is not about numbers, but army composition. Reducing the pop count for many units does not help.
After 3 or 4 games last night, I kind of agree with the upkeep/manpower thing. Playing as Soviets, I never had a problem rebuilding Conscript squads as I lost them in the late game. And while rebuilding those squads (and I lost a lot), I never had to wait for more manpower once I had the fuel needed for another t-34 or su-85. |
This is exactly why I always tell everyone, repeatedly, to turn AA completely off. Anti-Aliasing needs to be seen as a luxury, most of the time.
Your card should be able to play this game, easily. However, Anti Aliasing for the game might simply not be optimized right now. Run the game at your Monitor's native reoslution, 100% Render Quality and Anti Aliasing off.
Injectors are not always a solution. They tell your video card to do a specific operation on screen(like anti aliasing, or even ambient occlusion) regardless of the game's settings.
This doesn't mean it'll do thing sbetter, in fact, most of the time it won't. You can't ask your videocard to put ambient occlusion in a game that simply can't support it. Even when you manage to put it in, you are forcing it, and the game engine might not be designed to pull it of, resulting in worse performance and instability.
PS: FXAA is not a bad AA. It is not as high quality as SMAA, but its is far more efficient. SMAA, if it is true SMAA should always murder your FPS, when FXAA only bitchslaps it. THAT's the reason most games don't support just SMAA, but combinations (FXAA, SMAA, standard AA). Here's some fast, recommended reading.
Aren't the only CoH2 AA settings Low, Medium, and High? I don't think there is an "Off" option. That being said, changing from High to Low gave me another 15fps. Keeping all the other settings at their max and lowering AA has given me the best balance of detail and FPS. |
The benchmarks I've seen so far(pcgames) all say that the AA in coh2 is actually FXAA. (Tell me if they said something wrong.)
Which means Relic has mistaken us for playing coh2 on a 5 year old console, because fxaa blurs the shit out graphics and sacrifices optic for AA.
I once again recommend an SMAA injector, I bet it takes less frames away, looks better and doesn't have those bugs with flames.
Or just wait till we know the antialiasing flags.
Why did they take world resolution higher than 1 away? What did it anyway? Didn't look better
Witcher's ubersampling is completely another technique and a lot better btw.
I know a lot of people from geforce 560ti to 670 with updated drivers, that can't run coh2 properly. Seems like Amd is paying good money. Although they don't get the 4000er series working ^^
About the SMAA injector...does this mean to tell your video card what kind of AA to use and ignore the in-game settings? If so, I tried this using AMD Catalyst Control Center. I selected SMAA and saw no difference in image quality or framerate, so I assume it wasn't really working. Maybe it's because the game doesn't offer a "No AA" option which is what AMD recommends you set your game settings to.
Have you (or anyone for that matter) had any luck with this in COH2? If so, tips would be appreciated. |
I would have liked to see the T-70's combat effectiveness stats (armor, damage, and scatter) stay the same instead of being slightly reduced. This would have made it a more viable option in light of the T-34's increased fuel cost. |