The more I am told to watch the video and agree with you, the less I agree. |
This post is kind of a joke. Yes, it is different, its the beta. You expect the game to be the same? You are so convinced the engine is different, you aren't even realizing how much this looks like the game we have now.
Quite frankly, a lot of what looks different is stylistic choices in the UI. I also suspect that the casts you are looking it were likely running the game at higher settings with a better frame rate then many people are capable of running. The conspiracy theory is quite outlandish.
and, it was said earlier: Placebo. |
They are in a good spot as is. Mr M3 scout car thinks he's hot shit until he realizes he just rolled in front of my armor piercing rounds which I pre-empted because I knew he was coming. I feel like a boss.
As opposed to, this MG has been sitting here with AP rounds for 5 minutes and now there's a scout car, cool. Glad I clicked the button earlier. |
Also, what's up with MGs setting up immediately after leaving a house? Is there something I'm doing that causes this?
If you use the exit all button on an occupied building, the mg sets up right outside the door. If you select the squad and order it out of the building by clicking at a location a little ways away from the building, it will not setup right away and you can then order it elsewhere before it reaches its destination. |
I think Relic really missed an opportunity with bulletins. I would like it if the whole system changed, and provided something more flavorful. I find most the bulletins to be lackluster, and feel like a choice we make that doesn't mean much. |
im very new to this game and me and my buddy or trying to get better but im reading alot of stuff on here but i dont understand the names you guys give for units like t1, t4 anything like that and im wondering if there is a guide for the names you guys call things on here
Try this: http://www.coh2.org/guides/5732/company-of-heroes-2-basic-concepts-and-glossary
If you look at the buildings you are able to build with your engineer/pioneer squad, read it from Left -> Right, T1 on the left, T4 on the far right. |
If you group up and play a game mode, there will be no change in your rank on the regular ladder. I queued for 3v3 alone today and my rank updated. |
You have given us very little to work with as far as knowing what you usually do. I'll throw some ideas your way. Soviets have a number of options. I could spend all day writing them out, but I'll give you the quick and dirty.
If mid/late game is a problem, you are likely under prepared for that phase of the game tech/unit production wise. My 2v2 teams tend to have 1 person go T1, T4 + Guards, and 1 T2,T3 + Shocks. The T1 guy absolutely needs Guards, but shocks are optional.
Get an AT gun earlier then you normally do if you are often under prepared for tanks or FHT. This is a big issue for many players, they are not prepared when something powerful hits the field.
Mines! Mines! Mines! Plant mines at key flank points, in the middle of often traveled roads, etc. German late game armor depends on mobility, and a mine sets them up for disaster. If infantry hits the mine, it causes MP bleed. Be sure to replant mines in key places after they have been set off. It works well to place them in exactly the same spot, because the player often assumes "I already blew that mine, no need to worry."
Do not throw away tanks. The first few tank engagements are crucial in evenly matched games. Whoever loses a tank first is at a disadvantage. This means you should be smart about using your tank, but also be aggressive if an opportunity arises to kill an enemy tank.
Keep capping! You must keep the pressure on your enemies economy, and force them to retake territory. It is highly unlikely that the enemy has a unit stationed at or near every territory they control. Some players prefer to send weak units to do this type of capping, such as engis. I like sending something more powerful, such as ppsh cons, shocks, MG + engi/con, penals, etc. If the unit can hold its own, it can push off enemy units trying to do the same thing.
One of you needs SU85s. At least 2.
Don't hold out for doctrinal heavy armor if you aren't decisively winning the tank battles early. They will overwhelm you.
Hopefully some of this helps. If not, blame yourself for not giving us anything to work with! |
I have almost never seen it used, and have very rarely used it myself. The two tiers can certainly complement each other, especially when it comes to AT guns + snipers/penals. In the circumstances I have used this build, it was when I went T1+T4, and found myself needing more AT and had no fuel income.
One of the issues with this build is that T1 units are expensive (Sure, the scout car is cheap, but its still 20 fuel). If you were to start with T1 and build even 1 sniper or penal, your map control relative to your opponents T1 unit production would be lessened.
Similarly, if you started T2 and built T1 later, you would be investing an awful lot of resources to gain access to expensive units, which you would likely build only 1 or 2.
All of this is compounded by the plethora of Soviet commanders that include call in units similar to what you might get from a tier, or can help fill the gaps you are hoping to fill by building T1 and T2. |
I'm curious about how much this tweak improved your game performance. Did you notice a difference? |