Que queeeeeeeee?
I would have been pissed as shit if I saw that. The only thing I can think of was the game already predetermined the shot as fired it was just going through the animation.
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Thread: Sturmtiger glitch: Shot with the main gun destroyed4 Nov 2021, 00:53 AM
In: COH2 Bugs |
Thread: Can we revive Mechanized?4 Nov 2021, 00:50 AM
The Cavalry rifles at 0cp shouldn't even be considered a buff. It literally makes them part of the build just like every other assault unit that starts on cooldown. What about just giving the 76mm HE/AT shells like the regular Sherman but the AT has better stats. That way you play it the same way as a regular Sherman but better similar to the T3476 vs 85. In: COH2 Balance |
Thread: Terror tactics by mistake1 Nov 2021, 22:44 PM
I lost a couple in row so I decided to go back to my more aggressive strats. At Cp2/3 I accidently picked Terror tactics so went with the T2 back tech. I didn't want to pick it in case he rushed tiger. Skipped clown car since I had a feeling he would go for fussies, opening fights went his way at first but once I got 3rd penal I got good decaps and decent cover positioning so we were trading fairly good I wanted to go for 120mm mortar in case he blobbed but picked terror so I quickly made Airborne and got LMG to counter fussies. I lost a Penal squad but he lost VG with STG so decent trade, we both get LV, I do a decent job avoiding his and not letting him do to much damage. Got AT gun out which made his Flak more passive, worked for me, replaced lost Penal with Airborne LMG so infantry fights are better suited my way but he does start to make Obers to counter. I get KV8 out and bully his infantry, sometimes tag teaming T70 with KV8 to get quick model kills. He eventually gets out panther but I have 2 at guns so I keep him at bay. Him going panther worked out well since I really start to rack up kills. I get Su85 which keeps his panther from diving and he gets a Tiger we keep prodding each other until I make a Katy. On first katy strike he rushes me with Tiger/P5 and smoke run I see it coming but dont react fast enough. He beats up Su85 and 1 of At gun which I quickly recrew, his panther tries to run away so I box it in with KV8 and kill it. His tiger makes it though. I have lost all vehicles except T70 so I feel like I still have a chance even though he has Tiger. I didn't lose any squads but I am pretty sure I got some wipes in the Chaos and killed his Flak so I can get back to bullying his Inf when tiger ain't there. Tiger is a beast though, get lots of kills and wipes a Penal squad but I do get out Su85 fairly quick so it stops him from overrunning me. I try to minimize bleed as much as possible to get KV8 back out, once I do back to bullying while recaping with T70. I have been getting decent amount of wipes on Obers(3 or more) so I pretty much have stronger inf force. He gets arty to wipe my AT but he never destroys it. I eventually get 2nd KV8 and after some switching between tanks to keep pressure up. I base rush him while he retreats Obers and get several wipes while attacking and killing Tiger with SU85 as it tried to protect base. GG Thanks for reading and hopefully you like the game. In: Replays |
Thread: Commissar: How do you use them?1 Nov 2021, 13:49 PM
in my opinion, when selecting this doc, your retreat button should be deactivated Would actually be fun to play like that, I feel it would be more appropriate when calling in commissar. If the Commissar unit dies the retreat button is reactivated until it get called back in. However the commissar buffs would either need a faster cool down or AOE so more units benefit to offset the retreat nerf. |
Thread: What was old CoH2 infantry combat like?1 Nov 2021, 13:41 PM
I remember initially the Shock Troops were called up with Mosin rifles and the PPSh-41 had to be bought for 60 ammunition, without any other alternative upgrades. This is actually not a bad idea. If the Shock Troops had some kind of alternative upgrade. The issue is they come with armor, anything other than SMG would make them OP. I feel they just need some utility, like the ability to decap faster to get back in the fight faster or to force enemy to come to them. Or maybe a muni ability where they do increased damage to units in buildings. Something to make them more enticing. In: COH2 Gameplay |
Thread: Commissar: How do you use them?30 Oct 2021, 14:32 PM
Fight to the death is always useful, since it is free and penals should be fighting behind cover due to MP bleed you really dont lose much by spamming it. Also whenever a unit starts to retreat it should be instantly activated to try and get a chase down wipe. The commissar fear propoganda also synergizes well since it debuffs enemies that don't retreat. Stand you ground is harder to use since the mobility nerf can get you wiped by any explosive like gren nade or PG bundle nade. In green cover against a MG would be a great situation or against long range units like Obers or JLI since closing in signifies a nade is coming. |
Thread: What was old CoH2 infantry combat like?30 Oct 2021, 12:37 PM
Shocks are still good. The fact that smoke nades and damage nades are on the same cooldown is really holding them back right now because a lot of other units are able to do that just fine with the one exception being shocks. We could see it in the last hotfix but it doesn't look like its a priority atm. They are good, Airborne LMG is better and reg guards are great. They have amazing utility, good enough AI and can work as crutch AT if caught off guard. Every top cast or stream involves regular guards or SVT conscripts. For shocks I think the issue is they really can’t branch out like other elite squads. If they were given fire superiority instead of posh airborne It would give them more utility. Airborne could then get tactical assault to differentiate them. Edit: Don't want to derail but Assault Guards should have smoke instead of Airborne SMG, airborne has camo so it can use that while Assault guards get focused down before they can get Vet. In: COH2 Gameplay |
Thread: What was old CoH2 infantry combat like?29 Oct 2021, 20:21 PM
You guys remember when they buffed DP28 to Gren lmg levels. Shit was insane, made shocks pointless and they never really recovered. In: COH2 Gameplay |
Thread: Drop FPS29 Oct 2021, 10:41 AM
I had similar issue, I fixed it by camping outside of bestbuy and getting a 3070. In all seriousness I think it was the most recent patch, I still get occasional hiccups even though my computer is more than strong enough and I have good internet. It is infuriating since it feels like game is lagging then goes away. It might be one of the settings. In: COH2 Bugs |
Thread: USF Pathfinders need to be balanced29 Oct 2021, 02:45 AM
I think in 1v1 they are not as powerful due to their slow firing nature so to get the snipes going they need to blob which is not as easy to pull off since they are fragile/expensive/high reinforce. A Luchs rush would work great since they can hopefully chase down on retreat and it should have a bit of time before USF can call in AT gun unless they went captain. I'm thinking a luchs rush with either Falls or JLI can be devastating it just require people to get out of their comfort zone. Maybe a Battlegroup back tech to keep healing so that Pathfinder snipes dont get you. In team games shit is broken. since their weaknesses can be easily overcome thru the power of teamwork. Also only 1 bar is really needed on them, its not that they are great its that it allows them to create their own snipe chances which are what they are balanced around(~40% health). With 2 bars they do it better but like someone said they can drop fairly quickly. I would probably remove their ability to equip bars and give them some other upgrade. Maybe all snipers so it becomes extremely slow firing infantry that cannot operate on its own. Pushing it back to CP1 would make them irrelevant again unless they got buffed in another way. In: COH2 Balance |
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