You had to test it? It just depends on squad spacing. You should know that :/
I thought there might be some bug applying from the wording he did.
Thread: 120mm Mortars Are too relaint on RNG10 Nov 2018, 17:59 PM
You had to test it? It just depends on squad spacing. You should know that :/ I thought there might be some bug applying from the wording he did. In: COH2 Balance |
Thread: 120mm Mortars Are too relaint on RNG10 Nov 2018, 17:33 PM
Just tried that in cheat mod. Just tried in cheat commands. Stuka dive bomb, OKW Stuka, Sturmtiger, PW, etc. You can definitely clear it when they are at 2 models or 5 models. It's just aiming and RNG. In: COH2 Balance |
Thread: Best way to get better at 1v1? 9 Nov 2018, 20:57 PM
First of all, start here. https://www.coh2.org/replay Upload a replay and ask for someone to review it on the strategy section. https://www.coh2.org/forum/2/state-office ________________________________ What is your ranking? Against who you are struggling to win? Faction? It's harder to give specific advise without knowing what you are having a hard time with. ________________________________ Do you have the means to record your gameplay? This is something that will be missed by watching only a replay. This is more likely a general advice for playing RTS in general. Be intelligent with your current APM (action per minutes). There are a lot of low ranked players who have high APM but waste their actions by overcommitting to a single unit, fight or even moving units from place to place. Minimap/Tactical map is your friend. IF you want to use the tact map, i suggest rebinding the numbpad 0 button to a mouse button or other key which is more accessible. If you are not used to constantly check the minimap or you sometimes get too absorbed in the action which hinders your multitasking, open up any site with a chronometer. Example: https://www.youtube.com/watch?v=LaUe-Hf0uSM Every time you hear the sound, check the minimap/tactical map/unit shield on top right. ________________________________ Use hotkey and control groups. Download any custom hotkey program such as autohotkey (ask here how to set it up). It's a matter of preference, but using the gridkey layout on the menu results in an easier way to memorise certain abilities such as snares or grenades. On control groups, this is really subjective on how to use it. For example this is my personal layout. 1-3: key units. In early game it might be an MG, sniper, light vehicle, pak. As the game transitions, so as well the importance of a unit. The MG control group transform in your tanks for example. 4-5: support units. Indirect fire units and engineers. 6-8: Howitzer/Rocket arty. Engineers. AA units. Any type of unit which doesn't require "finesse and fast" reaction as it's farther away from the natural position of the hand. Just like when you learn how to type with a keyboard, start slow with a reduce number of hotkeys and slowly start adding them. Make yourself a personal patron which you can follow as to reduce any kind of mental effort input. You achieve RTS nirvana when you don't need to think of menial tasks which leave you space for you to think in the actual game at your hands. ________________________________ https://www.coh2.org/topic/18454/celo-company-of-elo Be real and know that sometimes you face way better players that your currently self can't defeat. Use those matches to focus on smaller things in order to improve. Set smaller goals such as "let's not get units wiped in the first minutes of the game" or try to not lose as hard by getting your whole army annihilated. In a normal game, you need 2 VPs to win. Forget about it and try to focus on a more "defensive 1 VP" strat. Harassing other point and VPs is fine as long as you don't waste too much resources on it. In: COH2 Gameplay |
Thread: Feedback for Commander Revamppatch9 Nov 2018, 19:53 PM
Regarding the PAK43, it seems like a brace option isn't gonna make it through, but how about making it at least not de-crewable prior to the gun itself dying? Similar to Brit emplacements. Would it be immune to small arm fire or would it deal damage as if it was a UKF emplacement ? In: Lobby |
Thread: Why command p4, pathers and OKW officer affect all ally8 Nov 2018, 16:16 PM
Which is not something you originally stated. The unit doesn't deserve nerfs, at least not now in the current powerlevel. In: COH2 Balance |
Thread: Why command p4, pathers and OKW officer affect all ally8 Nov 2018, 14:40 PM
Infantry as well. 2v2 there's a breaking point on which you have way bigger armies fighting each other and normal PIV generally doesn't cut it compared to meta Brummbar. In: COH2 Balance |
Thread: Soviet mine oneshoting wehr squads8 Nov 2018, 14:35 PM
Tripwire has a separate entry on the changelog on the same patch. In: COH2 Bugs |
Thread: Why command p4, pathers and OKW officer affect all ally8 Nov 2018, 14:27 PM
The PzIV affect is simply overrated. The unit is is an inferior more expensive PzIV and the affect of the aura is half of what some of the allied units get. You mean PIV or PV ? Even if you nerf the damage modifier to 0.1% it will remain been useful. Callback to 1% Hp/damage bulletins. In: COH2 Balance |
Thread: Soviet mine oneshoting wehr squads8 Nov 2018, 14:25 PM
That was the answer i was looking for. Single AI mines should had been changed according to changelog. -Soviet Field Craft Mines damage increased to 80 -Soviet Field Craft Mines can do damage to a maximum of 1 member in a squad So unless OP provides a replay i run out of ideas besides calling BS. In: COH2 Bugs |
Thread: Soviet mine oneshoting wehr squads8 Nov 2018, 13:35 PM
Is the damage capped by the squad triggering the mine or it also applies to other squad/explosives triggering it ? In: COH2 Bugs |
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