Oh look, it's the clown from the alpha forum. Can't contribute anything to the discussion, but axis are always op and balance will be only achieved when allies have 100 % win rate.
I have to say the IS2 is better than the Tiger, because the IS2 has a higher field presence, more shots deflect, it can stay longer in combat, it needs more resources to counter and when it hits infantry, it hits them usually hard, thanks to 4 men squads.
I don't say nerf the IS2, I rather think adjust the Tiger so it's on par with the IS2, by the impact it has on the game.
Or make it cheaper, if that is out of question.
I'd rather see the IS-2 dropped to Tiger levels which makes heavies more vulnerable. Either an armour reduction, both front and rear, or make it slower. For some reason it's faster than a stock Tiger while having significantly more armour. |
COH1 had better audio, especially German. I really really like the fact that enemy units would speak in their native tongues during engagements, something COH2 lacks.
Unless I had a different English version, all the Germans were speaking clear English for chatter with maybe 1-2 German words tossed in on occasions. This is true for both games. |
Ostheer Half-Track
I plan to rotate so USF, OKW, Ostheer, and Soviets. Shocks are next. |
Just keeping up the tradition of squeaky-voices elite infantry, a la CoH1 Stormtroopers.
Speaking of which, here's the Obersoldaten voice clip. He tries to be positive for everyone, but he's tired of trying
Probably could have been a unit that shouldn't be shouting all the time when in combat. |
Not sure where this would go, but I think we need a thread for various voices found within the game so we can discuss the various voices and place in clips for units/chatter.
While some people may not like the Company of Heroes 2 voices compared to the first game, I quite enjoy them in their own way. It's a slightly more realistic version versus the high-and-mighty voices from the last game.
Since I got the extractor and conversion tools, I think I'll also begin to place in voice clips here since there are only a few of those on youtube.
1. Unused Rear Echaleon: "Kraut rocket ship coming in!"
2. Obersoldaten
3. Ostheer Half-Track
4. Shock Troops
5. Paratroopers
6. Sturmpioneers
7. Pathfinders
8. Guards
9. British Heavy Armour
10. Ostheer Mediums
11. Pioneers
12. USF Riflemen
13. Grenadiers
14. Sappers
15. Fallschirmjager
16. Panzerfusiliers
17. Soviet Scout Car(s)
18. Soviet Heavy Armour
19. British Medium Armour
20. USF Medium Armour
21. Ostheer Announcer
22. Soviet Announcer
|
While you cannot fully control the specific formation of your squads, you can greatly influence them with proper orders. The game always shows you the preview of where the members will stand when you order them into a location. It's possible to issue multiple orders into the same area until you get the spread that you want.
It's not perfect, but it helps.
At least for infantry, there's also always "Hold down right mouse button and drag at the indicated spot for various formations" and I find that usually works for spreading troops out enough. |
You can thank Dane for the current state of the StugG.
He just HAD to have his "infantry assault gun" or whatever stupidity he crusaded for. I think that was the last time Relic did/will listen to him for balance advice.
It wasn't even that bad prior to its current iteration. It was my go-to counter for most armoured threats and it could still peg infantry pretty well, just not AoE them. Now it's saddening to see it to deflect off medium tanks.
Currently, against vehicles, it only really excels vs American tanks, but you need a meatshield and support and you generally won't get up to that point if you're facing a good USF as that stuff costs more than the Tiger. |
Did they fix the issue where the Artillery officer could call in another barrage even though LeFH and Panzerwerfer are on cool down?
That's kind of the whole point of the ability, aside from the range increase due to the victor target weapons being different from the standard barrage. It costs a lot and requires a hefty investment into the units that can take part with the officer's barrage ability. |
Trench suppression:0.0
Trench penetration:1.0
Trench accuracy:0.2
Trench damage:0.3
The main reason the bonuses don't help is because the trench itself explodes so easily and it generally arrives when the AT hits the field. Maybe it would help if its target size wasn't so large so all heavy weapons don't home onto it. |
Just because Soviets don't have things to spend munitions on does not mean the demo should stay they seem, mainly against single squads.
Either tone down its damage against all targets and make a requirement so it's still deadly to structures and make it cost less so it's used more often as an anti-structure charge/trap, or do some drastic changes to its AOE which a lot of weapons could use. More damage at mid-long distance so AOE weapons are less punishing when they don't land direct hits while the distance for explosives are far less likely to gib models near the center of the blast is reduced. |