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[Company of Heroes] scratching Helmut's new paint job (Mediterranean Front confirmed)

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  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    Man, I even explained it in the video! The Grenadier squad fired a rifle grenade at the snipers and got vet 3!

  • Steel-AngelSteel-Angel Registered User regular
    Welp, never buying anything from relic ever again with this pay2win garbage for a $60 game.

    signaturep.jpg
  • AlegisAlegis Impeckable Registered User regular
    Commander DLC that bad?

  • Steel-AngelSteel-Angel Registered User regular
    They had to hotfix patch it 24 hours later because it was literally an i-win button.

    Then again, this is better than what Relic did with Opposing Fronts where the game was basically unplayable for a year after release.

    signaturep.jpg
  • kaliyamakaliyama Left to find less-moderated fora Registered User regular
    Do we have enough interested players to maybe get an in-house game of COH 1 going?

    fwKS7.png?1
  • OpposingFarceOpposingFarce Registered User regular
    CoH1? I'm totally down.

  • BastableBastable Registered User regular
    DarkMecha wrote: »
    Actually I made a thread in the steam forums about it and Relic_noun confirmed that if you have received the previous pre-order bonuses, you will get this one too, even if it doesn't explicitly say so. Which is rather confusing but hey, who cares! :D

    I can confirm that you get the DLC for free if you pre-ordred from GMG.

    Bit late, but the same thing happened with my Steam copy, one day I did not have the preorder commanders, and then one day I did . . .

    Philippe about the tactical deployment of german Kradschützen during the battle of Kursk:
    "I think I can comment on this because I used to live above the Baby Doll Lounge, a topless bar that was once frequented by bikers in lower Manhattan."

  • DarkMechaDarkMecha The Outer SpaceRegistered User regular
    So this is kind of necro-posting at this point, but anyone still playing this? I've been playing other stuff but the recent big Turning Point (Oh Relic with your dramatic and often ironic patch titles.) update sounds cool.

    *Queue 5 posts of vitriolic hatred and then a plunge back to page 50.*

    Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    Apparently there's a bunch of stupid unbalanced shit and some broken stuff and of course a bunch of new commanders that each cost $5 or whatever. I haven't played this thing in forever. By the time they fix the bugs in the new commanders they introduce, like free forward HQs, they introduce more paid commanders with more bugs that let people stomp you. The game is just a fucking joke.

  • Vic_HazardVic_Hazard Registered User regular
    What does the patch do?

  • DarkMechaDarkMecha The Outer SpaceRegistered User regular
    edited November 2013
    I don't know if it's that "pay to win" bad. Alot of people say that but the additional commanders just seem to offer different options, not that they are flat better.

    DarkMecha on
    Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
  • PriscaPrisca Registered User regular
    Relic reveals Company of Heroes 2: Western Front Armies.
    You do not need to own the original Company of Heroes 2 game as it’s a stand alone title. The Steam beta will go live in June.

    The Western Front Armies brings players back to the Western Front, which was first introduced in the original title and introduces two unique new content collections: the US Forces and the German Oberkommando West.

    Each army has its own tactical gameplay options, new infantry, team weapons, vehicles, abilities and upgrades on a total of eight seasonal multiplayer maps set on the Western Front. It also includes a new progression system.

    All Company of Heroes 2 players can access 31 maps and over 1000 community maps available on Steam Workshop through auto-match multiplayer, regardless of what content they already own.


    http://www.vg247.com/2014/03/28/relic-reveals-company-of-heroes-2-the-western-front-armies/

  • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
    Man, why not go the Red Orchestra route and give us a pacific front expansion? I don't want another flavor of Germans. At least with a pacific expansion you would get a familiar army and a new one.

  • altidaltid Registered User regular
    From that article:
    "In the studio’s session at EGX Rezzed today, the team said it was now adopting a ‘games as a service’ approach to development going forward, using data specialists to analyse player information that is then integrated into games creation. "

    There's pretty much nothing likeable about that sentence in my opinion.

  • OpposingFarceOpposingFarce Registered User regular
    edited March 2014
    altid wrote: »
    From that article:
    "In the studio’s session at EGX Rezzed today, the team said it was now adopting a ‘games as a service’ approach to development going forward, using data specialists to analyse player information that is then integrated into games creation. "

    There's pretty much nothing likeable about that sentence in my opinion.

    I have no fucking idea what this means so I'll wait to find out.

    Also, with this expansion they're just like fuck it, just give them CoH1 again. Part of me is like, yes, please, literally just repackage CoH1 because that would be better than CoH2. The other part of me is glad I only paid 10 bucks for CoH2, so I MIGHT get this not on sale.

    Nah. I'll wait for 75% off. Ever since they got rid of lobbies to join comp stomp they were dead to me.

    OpposingFarce on
  • Corp.ShephardCorp.Shephard Registered User regular
    I have some mixed feelings on the standalone update.

    It's safe. Americans and Ostcommando-o's or whatever are definitely in the wheelhouse of the team and fit. It'll be nice to have some extra stuff in the game. I've only bought one DLC commander but I'd probably pick up this.

    It's boring. If we're going to have Americans fighting alongside Soviets in multiplayer (which probably never happened or rarely if so) then why not try something different for the other side too? Italian regiments? Japanese forces? I dunno. I'm hearing that the Japanese have basically nothing interesting or cool ground forces wise to build off. I'd have been very interested to see them try something different such as the Japanese having really light tanks so they get Zero strafing run powers on a cheaper basis or something to offset their lack of impressive ground forces or heavy tanks.

    Of course there's always the danger that breaking the mold would create something like Brits from CoH1. They're sort of cheesy and dumb. I think I'd rather them try something different though.

  • MasumeMasume Creator Caprica, FloridaRegistered User regular
    I'd be excited a little but this recent patch is a travesty. Well, at least to game balance. Germans got some serious troop buffs and now pios destroy everything while most of the Soviet troops got nerfed, save for penals. I won't even go into Assault Grens, ugh.

    Only downside to the expansion is that it will keep them busy so updates might slow down.

    3DS Code - 5370-0463-9307
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  • Vic_HazardVic_Hazard Registered User regular
    You mean this patch where all the german infantry lost its armor? How does that not favor squishier soviet infantry?

  • MasumeMasume Creator Caprica, FloridaRegistered User regular
    edited March 2014
    Vic_Hazard wrote: »
    You mean this patch where all the german infantry lost its armor? How does that not favor squishier soviet infantry?

    All the German infantry didn't lose it's armor, although a few did get some minor tweaks. Agrens and Pgrens lost .2-.5. Agrens are horribly broken in the early game and also received a few perks to offset (sprint, cost), pgrens also got a few perks. Pios have a crazy close range damage profile now and decimate other infantry, it's crazy. To contast, shock troops lost .75 worth of armor and guard rifles also lost .5 without any offset, save for a minor cost reduction for the Stroops. Guards actually got worse with a cost increase and longer upgrade time.

    Really the whole game plays so lopsided now it's not worth it. Germans don't even need to get to mid game to dominate, their infantry runs over russians now. Scripts are *utterly* useless now as well. About the only decent change was reducing the penal cost but it's like throwing a bone.

    Edit: heh, looks like they put out a quick patch that fixed some soviet damage profiles because they sucked, what a shock. Also they lowered the ridiculous costs of the nerfed Ruskie buildings.

    Masume on
    3DS Code - 5370-0463-9307
    Wii U - 'Nocero'
    XBox ID - therealmasume
    PS4 ID - realmasume
  • Corp.ShephardCorp.Shephard Registered User regular
    edited March 2014
    I agree with you that Conscripts have become utterly useless. They lack robustness. In the new patch they are supposed to have the advantage at close range. With the increased lethality of small arms though it is no longer possible to close the distance without taking a casualty or two at which point your advantage is meaningless. Conscripts also scale exceptionally poorly. G43s and LMGs on grenadiers hit early and are more accessible than PPSHs. They also are just really goosing good in the patch and decimate infantry.

    It's sort of a problem with the molotov. It's too damn slow. When units did less damage it was easier to move up and throw the thing and knock the enemy out of cover and take an advantage. Additionally the damage from the molotov when it hit was more significant because guns did less damage. It was always a gamble with the molotov and now the stakes are higher on a per-second basis. Now that the game works more like CoH1 a slow grenade is even worse. It is a really bad upgrade now.

    The quick March 28th patch did help to keep the Soviets in the early game with a little extra manpower from cheaper buildings and their weapons being slightly retuned. Shocks are still suffering even with the hotfix changes I suspect. I haven't played around with them yet but I've seen them in action and they seemed to be struggling.
    Masume wrote: »
    Vic_Hazard wrote: »
    You mean this patch where all the german infantry lost its armor? How does that not favor squishier soviet infantry?

    Guards actually got worse with a cost increase and longer upgrade time.

    I dunno about this! Guards used to be utterly trash anti-infantry and a really bad unit in general. They've become core units for me lately. I've been playing around with this build order:
    1. Rifle Command (Tier 1)
    2. Penal
    3. Penal
    4. M3A1 Scout Car
    5. Penal
    6. Guards
    7. Guards
    8. Maybe that 120mm Mortar if things are right
    9. (More Guards? Replace M3A1 if the situation is right?)
    10. Ignore Tier 3 and Tier 4
    11. Use the T-34/85 Call-in that gives you two tanks at once for 640/240.

    It's been working pretty well so far.

    The new DP-28 LMG that the Guards have is quite nice. It matches and exceeds the LMG42 in at certain ranges. The new grenade "profiles" have treated the guard's grenade well. It reminds me of the nuclear pineapples from CoH1 sometimes! Otherwise you can stick them in heavy cover and they tend to hold their own against most targets at long range. The PTRS AT rifle has some effect on infantry battles. It might be a confirmation bias but I keep seeing infantry held AT weapons gibbing enemy troops. I've had three or two guards die instantly to Schreks often and I've also seen PTRS rifle shots lay out germans lately.

    Guards also fulfill their anti-light vehicle role better than ever. The increased cost of teching in the Mar.25 patch has made any unit based on command point call-ins stronger. Command Point timing remains the same but the timing of a Flamethrower Halftrack or Up-gunned 222 Scout Car has slowed considerably. I almost always have my Guards ready for these units. They're still quite good at frightening off heavier armor and can even crush a Panzer 4 if you use Mark Target Vehicle (also part of the above doctrine) and get some flanking going with them. Guards in an M3A1 outrange a 222 Scout Car so if you're feeling confident in your micro the hunter becomes the hunted with ease.

    Assault Grenadiers are pretty annoying right now but consider that they don't get Panzerfaust. A M3A1 can and will wreck them with a flamethrower squad inside (and with how terrible Combat Engineers are now the M3A1 is the only way you'll ever use them in combat). Just keep the Assualt Grens in your front armor at all times. The armor nerf on the M3A1 is so painful... even a few seconds of SMG fire on the rear armor will end you. I have been using the M3A1 to utterly punish Assault Grens to great effect. They usually follow the Assault Grens up with an MG42 so they never have the right counter to it until I have already routed several squads and maybe killed one while chasing them down.

    I think Tier 2 Soviet might be viable with good Maxim play and aggressive teching into Tier 3 but I haven't touched that yet. If anything this would be the new place to fit in some Conscripts to help handle early light vehicles and punish flanking attacks by forcing the enemy to you. I have ignored T2 tactics in favor of exploring the Penal Battalion (which is a really solid unit now).

    Corp.Shephard on
  • Vic_HazardVic_Hazard Registered User regular
    Hmm so assault grens and pios absolutely shred everything close up now. Seems while I've been away there's been a bunch of really strong commanders released, the only power I use is guards rifle while they use stuff like stun grenades with no fuse, and assault grenades with a really short fuse and assault grens.

    I'm still doing alright, if my guys have better positioning than his I win, but if my soviet infantry is out of position they're kinda screwed, while his aren't necessarily if they can close without dying. Haven't gotten any experience with lategame yet, I like that the early game has been prolonged. Too bad I can't seem to find much use of the 120mm.


    Am I supposed to close on grenadiers with rifles with my penal legion squad? Without a flamethrower I mean. Seems my guys aren't dominant at close range at all and will die even if I rush a badly hurt gren squad that one game, maybe I'm always supposed to snipe regardless what weapons the enemy squad has. Pios are terrifying.

  • Corp.ShephardCorp.Shephard Registered User regular
    edited April 2014
    Pioneers are terrifying!

    Closing on grenadiers with Penals a good idea. If you catch him at close range and you're both out of cover you win handily. It's the closing that is trouble. Charging grenadiers who are in cover and can shoot you the whole way is just bad tactics. Use light of sight blocking terrain and flanking to get as close as possible before the fight begins. Their rifle grenade has a minimum range so you can eliminate that considerable threat as well.

    Some times I try "laddering" my units up to them. You move a first squad into good cover. It absorbs fire. Now while they are distracted a deadlier unit moves closer. If he switches to shooting the deadlier unit you duck the deadlier unit into cover and move up the first unit. The closer you can bring the battle the better of a chance you have. Sometimes it's not worth forcing the issue though. Pick your battles and head for cut-off points if the enemy already has better cover. You'll force him to make the first move that way. Another option is to just bring up your M3A1. It seems to "taunt" grenadiers out of their cover pretty well. Smart players will stick to their guns though and just fight back from the cover. He takes more attrition but ties up a more valuable unit longer. It's... tough.

    I find early game that just biding your time and hitting from an unexpected angle can help. On Hill 331 last night I knew I couldn't engage against a pioneer, MG42 and grenadier squad who were guarding the corner points. I moved past them and went for their cutoff near their base. 331 is lousy with mud now so the entire area around the cutoff point is mud except for point itself. There was nearly no cover to hunker down on but I was cutting off with a Maxim and a Conscript squad. I threw down the Conscript's sandbag wall and used that to hold the point against the grenadiers that showed up to shake me out. Conscripts beat grens at any range if they have the green cover and the grenadiers are trying to advance through mud under a pivoting Maxim.

    Conscript->Maxim->Maxim->Conscript is something I am playing around with right now. Sandbag wall seems like it could be really good with a new reliance on cover. I haven't really seen it in action against a good enough player though.

    I too have struggled to find any use for the 120mm Mortar. It's too expensive for such an inaccurate piece of hardware! In theory it should ensure that long term, long range battles are mine to win but it always just misses. I bet if you could reliably get the damn thing to Vet 1 then it would become wonderful early game. Nothing dissuades the enemy from using green cover like a 120mm precision shot. Alas the damn thing is too useless to get that veteran level fast enough!

    Corp.Shephard on
  • Vic_HazardVic_Hazard Registered User regular
    I've just gone t1 each game, if I get some team matches I might try something else. I've just been happy enough that I can spam penal as a standard unit now, poor players who use assault grens soon get screwed at every range if I can get flamethrowers. Geez those abilities seem a lot better than what I get though, I get weird stuff I can barely use, they get stun grenades that you basically can't dodge. Wonder how much munitions those stuffs cost.

    No idea why I haven't faced anyone who uses assault grens and MG42s yet, it's been one or the other, never both.

  • Corp.ShephardCorp.Shephard Registered User regular
    I think the stun grenade is 15 munitions but I don't own that DLC.

    Some of the newer DLC commanders are more tightly designed than previous commanders. Elite Troops has good powers all around (as well as unique and possibly OP ones) whereas there are some powers that you'd never use on old commanders (Ostruppen Reserves and Rapid Conscription are two that come to mind.)

  • VeritasVRVeritasVR Registered User regular
    I stopped paying attention to this series when @TychoCelchuuu stopped narrating games because the balance went to shit AGAIN.

    CoH_infantry.jpg
    Let 'em eat fucking pineapples!
  • Corp.ShephardCorp.Shephard Registered User regular
    edited April 2014
    Elbe Day Update:

    https://www.youtube.com/watch?v=ovGSLqoowpI#t=25

    Looks cool! Free commanders and a huge patch today.

    edit:

    New commander powers:
    bt85LaS.png

    Quite nice to see some new abilities along side the units here.

    Corp.Shephard on
  • OpposingFarceOpposingFarce Registered User regular
    I'm just going to wait patiently for CoH3, and pray it is in the Pacific.

  • Corp.ShephardCorp.Shephard Registered User regular
    Company of Heroes 2 is also free this weekend on Steam and 66% off if you want it longer.

  • altidaltid Registered User regular
    Glad to see that the commanders are free. Is it too early to hope they're giving up on paid commanders?

  • altidaltid Registered User regular
    So, seeing as the mini expansion is coming up, I thought I'd give this another spin...

    ...and it's as bad as it ever was. Balance in 2v2 is weighted so heavily in soviet favour that there's little point actually trying as German. And given Relic's track history of balance screw ups on new expansions, I think I can safely give it a miss until sale time.

  • PriscaPrisca Registered User regular
    edited June 2014
    Well, the Western Front Armies DLC looks interesting..

    Relic has released two faction feature videos and unit spotlights (the German Fallschirmjager and American Paratroopers have been featured)

    https://www.youtube.com/user/CoHOfficial/videos

    Prisca on
  • Harbringer197Harbringer197 Registered User regular
    I've actually been getting back into this game recently.

    I feel that the balance is in a better place maybe I just got better idk. The buffs to stugs definitely help to counter the soviets early game advantage if you can get them

  • Corp.ShephardCorp.Shephard Registered User regular
    Egads!

    Western Fronts Armies DLC is arriving in two hours time!

    Makes sense considering it's basically just an update for the entire game and Australia's going into June 24th very soon.

    I am super excited and played a ton of the Alpha for this expansion! I was so excited that I am working on three guides for CoH2.org. Now I am not sure if I can get them fully realized by the time this game releases!

  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    I'll probably come back to the game to see how it plays - they'll release a balance patch with Western Front and maybe I'll buy Western Front too. All I have to do is make like, 5 or 10 videos of it and it'll pay for itself and I would like the chance to see if CoH 2 has improved much.

  • Corp.ShephardCorp.Shephard Registered User regular
    edited June 2014
    I don't know what your perception of the game is currently but I would say that it has considerably improved from a balance and tactical perspective.

    Since the March 25th patch Relic moved in and added new tools to enhance game-play and offer them more balance options.
    • Units have more variable ranges. I think that the original CoH2 had only two ranges: close and long range. A weapon's damage would shift radically between these ranges. Now I think they have extra levels between the two extremes.
    • Weapon profiles have been normalized. Rifles are good at long range, Light Machine Guns are good at long and medium range, Assault Rifles are good at medium and short range, Submachine guns are good at short/point blank range. There are still quirky weapons but for the most part it's easier to understand what a unit does by the type of weapon it uses.
    • Lethality of infantry and small arms fire is up. Cover has become crucial because staying out in the open is extremely dangerous.
    • "Armor" on units has all but been removed. Armor used to give infantry a chance to "shrug off" small arms fire. Only Soviet Shock Troops have armor. Direct assaults with infantry are now more dangerous. This promotes flanking, smoke grenades, etc.
    • Tank warfare and pricing was rebalanced. A new system for armor penetration was made. Anti-tank weapons now have multiple penetration values. A long range you have less penetration. At close range you have more penetration. This makes flanking attacks with medium tanks that get up close more effective.

    The changes have added up and the balance has shifted. There are still issues that we talked about when the game was released. The readability of grenades being thrown, the steep learning curves, etc. Most of these things I have just overcome with experience.

    I think you may enjoy the new armies because they have some teching depth. If I recall correctly you were pretty bummed that upgrades like BARs and Supply Yard manpower upgrades were gone. This decreased one's teching options and made the game's fuel about building tanks. That's still mostly true but Americans have things like BAR research, grenades research, bazooka research that is a little similiar to those old days. That being said it's still nothing like the Wehrmacht's old veteran upgrades that allowed you to sink fuel and get a radically different army.

    Corp.Shephard on
  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    edited June 2014
    Yeah I know about all that stuff but it didn't really make the game better, it just made it different. In a lot of ways I think it made it worse - it moved it even closer to Men of War style infantry combat and away from CoH style infantry combat.

    TychoCelchuuu on
  • Corp.ShephardCorp.Shephard Registered User regular
    edited June 2014
    I was pretty annoyed with the lethality of small arms fire at the start of the game. I think this is closet to CoH1's style than before. Maybe I am mis-remembering it though?

    There were always a lot of strange things in CoH1 like Knights Cross who could take sniper rounds and live. So many different health values and accuracy tables... I don't know if you'd ever quite replicate CoH infantry combat with universal 80 health on all infantry.

    I think this new system is a big step forward. What defines/separates CoH1 infantry combat in your mind?

    Corp.Shephard on
  • altidaltid Registered User regular
    I have to say their marketing strategy is bizarre at best. If you weren't in the alpha/beta, then you weren't allowed to know practically anything about the game - and nobody was really allowed to tell you about it either due to an NDA. So you end up with people like myself who may be interested barely even knowing the launch date.

  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    I think this new system is a big step forward. What defines/separates CoH1 infantry combat in your mind?
    You could fire backwards while moving in CoH 1, which meant you could have more mobile and dynamic fights, whereas in CoH 2 you're either in the cover you want to be in or fucked a lot of the time. CoH 1 also had larger squads for most of the combat units which meant the RNG and the lethality didn't have as much of an impact on your ability to move around and get into position. Explosives did more consistent damage and the two sides had clearly delineated range preferences - Americans wanted to get up close and Germans wanted to stay at a distance. In CoH 2 a lot of the Russian units have bolt action rifles and want to stay at a distance (like the Engineers) and the Pios, since they're a 4 man squad rather than a 2 man, can actually fight, but they want to get up close.

  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    Also, a fun TychoTip® - if you want to win all your matches with the new German faction, take the truck you get a few seconds after the game starts and crush the fuck out of enemy infantry. Abuse it before you lose it, folks!

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