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Company of Heroes 2

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Comments

  • Moderators, Computer Games Moderators, Social & Fun Moderators, Paid Member Posts: 81,441 Mod ✭✭✭✭Sephiroth_dude


    Around 7/8ish

    i'll try and get on.


  • Moderators Posts: 5,617 ✭✭✭Azza


    [The collapse of THQ] didn't help. I'll probably get shot for saying this, but the budget for CoH2 (not counting SEGA money) was about a quarter of the budget for the original game, and it had a MUCH shorter development cycle. Hell, DoW2 had a larger budget. It really didn't start until mid-2011 (stalled when the entire programming team and most of the artists had to pile on to Space Marine) and the original code base was somewhat gutted thanks to being re-purposed for Company of Heroes Online and then we had mass layoffs after Space Marine shipped, further gutting the company, then a steady trickle of "survivors" leaving what they (rightly) saw as a sinking ship for other, more secure companies.

    Contrast that to the original which had a Blizzard-level budget and timeline, allowing for experimentation, iteration, and lots of polish, and high morale coming off the success of Dawn of War and THQ with stock riding high and money flowing.

    Even with SEGA rescuing the studio this year and giving it four more months on the project, there's only so much you can do when the entire structure of the project was aimed at a February release. It did allow more polish time and bug fixing and it is a better product for having the extra time, but it was destined to be a limited sequel from the start.

    So if you look at it from that perspective, I'd call a 80ish Metacritic score a success, and the team pulled off something close to a miracle.

    That was a bit of bridge burning there, I'm sure, but I have the luxury of being able to speak up a bit, and the team really can't say this sort of thing for themselves.

    Apparently someone with insider knowledge of Relic talking about COH 2 over on the penny arcade forums. Very sad to hear.


  • Moderators, Technology & Internet Moderators Posts: 17,160 Mod ✭✭✭✭cherryghost


    I think the guys did an amazing job in hindsight with the turbulence they've had in recent times.

    I'll be on TS around 8 tonight for a few games. Maybe co-op first then have a go at each other? :P


  • Registered Users, Registered Users 2 Posts: 2,835 ✭✭✭Falthyron


    Anyone having problems with the ToW Co-op missions? My brother and I start a mission up and usually within 2-3 minutes one of us drops. We have tried switching who hosts the match etc, but to no avail.


  • Registered Users, Registered Users 2 Posts: 10,772 ✭✭✭✭degrassinoel


    Azza wrote: »
    Apparently someone with insider knowledge of Relic talking about COH 2 over on the penny arcade forums. Very sad to hear.

    And with that, SEGA take the throne as kings of the RTS genre. Rome II will only make them stronger imo. I'm glad they took over Relic, I've loved that company since Homeworld!


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  • Moderators, Technology & Internet Moderators Posts: 17,160 Mod ✭✭✭✭cherryghost


    Falthyron wrote: »
    Anyone having problems with the ToW Co-op missions? My brother and I start a mission up and usually within 2-3 minutes one of us drops. We have tried switching who hosts the match etc, but to no avail.

    No issues here. Just completed one.


  • Registered Users, Registered Users 2 Posts: 10,772 ✭✭✭✭degrassinoel


    i'd update the videocard drivers on your machines, i'm using a beta driver here at the moment that fixed my framerate lag in multiplayer a few weeks ago.

    If in doubt, check the official COH2 forums, there was a sticky there with some links to various drivers for videocards.

    The servers are generally very reliable in my experience, and it seems that people drop for one of two reasons, the reason above or a bad internet connection.


  • Moderators, Music Moderators Posts: 4,726 Mod ✭✭✭✭Gonzovision


    Only got to play the first mission and one skirmish so far. One thing is for sure, it's unplayable with crossfire enabled. No big deal though.


  • Registered Users, Registered Users 2 Posts: 6,440 ✭✭✭jonski


    Played a 4 v 4 last night as German , got wiped :(

    The Russian tanks which seemed rubbish when I was using them against the AI killed everything that moved the guards rifles seemed to kill the early half tracks and scout cars with ease , my squads seemed to bunch up and call in the mortar shells right on top of them so that one shell took out the squad ( maybe they were holding hands ) and my PAk 38's seemed to want to walk up to the tanks to shoot them .

    I absolutely love this game franchise and as usual with all the games I really like I am ****e to average at it .


  • Moderators Posts: 5,617 ✭✭✭Azza


    Russians tanks go like this.
    T-70m light tank is used to take out light vehicles and infantry. Will take out scout cars and half tracks with ease. Its an impact tank that can be fielded before the enemy get there own tanks out. Can chase down and kill retreating infantry. Once enemy tanks are fielded it drops to a support role.

    T-34/76. Ditto an impact tank that has a brief window where it can be fielded before a German tank can
    and can force a decisive enemy retreat and loss of map control before they can field there tanks. Good against infantry

    In a straight fight this will loose to every German tank in the game bar the Ostwind. Being cheaper the idea is to field 2 of this to every single tanks the Germans make. And then flank with one tank or use the ram ability to take out the single enemy tank.

    T-34/85, has better armor and more firepower than a regular T-34 but costs more I'm not sure how it does it compared to the Stug III and Panzer 4.

    SU-76M. Counter to light vehicles and is also an artillery unit. Not good against any enemy tanks unless it gets a side or rear flank

    KV-8
    Flamer tank. Purely anti infantry. Quite durable.

    SU-85
    Best anti tank unit the Russians have in terms of cost and availability. Powerful gun but lacks armor. Not much as a problem as this unit has 50% more range than most German tanks. Can easily kite and kill Stug's, Panzer 4 and Tigers. Will loose to a Panther in a straight fight but has a small range advantage over it, though maintaining that range is difficult because Panther is fast. But against Panther and Tiger you should be able to field 2 SU-85 to counter them. Russian players should look to slow German tanks with AT grenades which allow for easy kiting. Biggest threat is the slow ass Elephant tank which completely out ranges every tank Russian game with ease bar the ISU-152.

    IS-2 should beat everything up to a Panther but loose to a Tiger or Elpehant, against them it needs additional support.

    ISU-152. Not that tough but high damage with super range equal to that of the Elephant. Can used from a distance well out of enemy tank range to make mince meat out all enemy tanks but don't let the enemy tanks get near it.


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  • Moderators Posts: 5,617 ✭✭✭Azza


    German armor goes something like this.

    Stug III Assault Gun. Good against tanks (better than a Panzer 4 at fighting tanks thanks to its superior penetration), needs to keep its armor pointing forward. Will loose to an SU-85 in a straight fight but if it gets a 2 one advantage or gets off 2 shots before the SU-85 it can win. Rubbish against infanty

    Ostwind. Purely anti infantry and anti air. At levels of ventrancy it can become a threat to T-34's. Move it to the rear of enemy tanks to chip away at it.

    Panzer IV. Versatile tank, balanced at fighting tanks and men but not as good as the specialist vehicles in either role.

    Panther. Solid armor, speed, damage, fantastic penetration and slightly above average range. Excellent all round tank. Will beat everything but an IS-2 and ISU-152 in a straight fight but can out maneuver the ISU-152 in a 1v1 situation, assuming it can get close enough.

    Tiger. Straight up disappointment. Has the joint most health in the game, 3rd best frontal armor. Has good penetration, but only average damage (same as Panzer IV). The thing is a damage spunge but little else. Funnily has more rear armor on that some Russian tanks have frontal armor. AT Grenades render it extremely vulnerable to anti tank weapons. Its speed and turret speed is incredible slow.

    Sturmpanzer "Brumbar", Tough anti infantry and anti-emplacement tank but not effective against enemy tanks. Not considered usefule currently.

    Elephant. ROFL range thats over 2 and half times the average range of most tanks. Derp damage and derp penetration, smokes enemy tanks from miles away. Has joint most health and best frontal armor in the game. Expensive, painfully slow and poor rear armor.


  • Registered Users, Registered Users 2 Posts: 14,698 ✭✭✭✭BlitzKrieg


    biggest disappointment for me so far is the loss of those awesome hand drawn cutscenes.

    Which is an incredibly odd choice considering that the whole story is using a book as a framing device which has hand drawings in it. I can see why so many of the reviews complained about the poor cutscene graphics now, I originally shrugged it off as people who didnt play COH and not know that they tend to use a mix of ingame cutscenes and hand drawn.

    They've removed the hand drawn and seem to be trying to do everything ingame, which is where the cutscenes suffer cause they dont impose tone nearly as well as the hand drawn did. Which I might add always felt like a staple of Relic since homeworld. The *interrogation* scenes in particular suffer for using ingame engine (though I oddly think everyone in the game looks like daniel craig)


  • Registered Users, Registered Users 2 Posts: 27,635 ✭✭✭✭nesf


    Gah, wanted to play it this evening, the update for the game had frozen. Steam's servers are acting up today for some reason and the update is crawling. :/


  • Moderators Posts: 5,617 ✭✭✭Azza


    Break down of some of the units and how they compare.

    German Sniper Versus Russian Sniper Team

    German sniper has a slightly higher rate of fire as well as re-cloaking quicker after each shot. Maintains cloak for a short while after leaving cover often allowing him to move and remained cloaked indefinitely.

    Russian Sniper Team has the benefit of being two man team and is thus each better able to counter snipe the German sniper. The Russian sniper can also be placed in a scout car early on making him brokenly effective.

    Snipers have 40 health, which is half that of a normal solider. The German sniper has double the body armor Soviet units have so in effect there equally tough to kill with small arms fire despite the Soviet Sniper being two man.

    Due to the German units being smaller in size than Russian squads the Russian Sniper far more effective overall.

    Maxim VS MG42

    MG42 has superior arc of fire and surpresses faster.
    Maxim does more damage, has a quicker set up and unset up time of 1 second compared to the MGS 42 3 seconds. Maxim having twice as many crew members making it twice as durable.

    Maxim can walk into MG42 fire get suppressed and still deploy itself then over time beat out the MG42 at range, even if the MG42 is in green cover.
    Maxim with vet 2 is extremely damaging.

    Incendiary rounds ability in MG42 at vet 1 do double damage and have superior armor penetration. Good counter to hit the dirt.

    Overall Maxim is better.

    Mortars
    German 81cm vs Russian 82cm
    Both do equal damage and have the same range. The have the same area of effect as well.
    German mortar has slightly higher rate of fire.
    Russian mortar is twice as durable.
    Russian mortar unlocks precision strike at vet 1 that fires a single mortar that does double damage.
    German mortar unlocks counter barrage at vet 1, which automatically fire a barrage of mortars at enemy mortars and artillery. Counter barrage mortars do double damage.

    Russian mortar again superior due to greater durability.

    Russian 120 mortar does the same damage as regular mortars but has a much wider area of damage so it does not need to land as close. It also out ranges the German mortar.
    Precision strike unlocked at vet 1 does 2 and a half times the damage as a normal mortar hit.

    German mortar half track. Same damage, range and area of effect as normal German and Russian mortar but greater durability and cheaper, more mobile as well. Unlocks counter barrage at vet 1 but it does not get the double damage increase the regular mortar get with this ability.
    Has an incendiary mortar ability that does damage over time.

    Overall Russian 120mm mortar is best, followed by the German Half track mortar, then Russian 82mm mortar and the German 81 mortar least effective. Again due to smaller squad size the Germans have mortars are more of a threat to them than they are to the Russian.

    Anti tank guns.
    Pak-40 vs Zis-3
    Pak has higher rate of fire.
    At vet 1 pak unlocks the stun crew shot which temporarily disables Russians tanks allowing it to score more shots.
    Each has the same range.
    Zis-3 has wider arc of fire and an artillery mode to counter fixed defenses and infantry at long range.
    Is also more durable the German anti tank gun due to crew being double size. Overall its a close match between them. Both weapons are a counter up to medium armor but struggle against heavy armor units.

    Germans have Pak 43 fixed emplacement anti tank gun.
    Can't move once built can only rotate.
    Has a lot more range. Double the damage and well over double penetration of Zis-3 and Pak-40.
    The interesting thing about this is that if you get line of sight with any unit the Pak 43 will fire through any obstacle, be it a treeline or a house. Massive threat to any Russian armor.


  • Registered Users, Registered Users 2 Posts: 27,635 ✭✭✭✭nesf


    The Theatre of War missions are good fun. The first German defense one is quite difficult since the AI does a proper Russian human wave assault from multiple directions. :D

    I haven't tried the campaign yet. If they did a DLC pack with more Theatre of War missions or opened it up to modding that'd be great though.


  • Registered Users, Registered Users 2 Posts: 10,772 ✭✭✭✭degrassinoel


    some of the later campaign missions are great, Stalingrad, and Lublin in particular are awesome


  • Registered Users, Registered Users 2 Posts: 6,440 ✭✭✭jonski


    Anyone have a link to Patch Notes , did a bit of searching there and can't seem to find them .

    Also last night and the night before the guys that I play with seem to be experiencing disconnects , and not the same person , last night it was me and another guy , the night before it was the other two we play with .


  • Moderators Posts: 5,617 ✭✭✭Azza




  • Registered Users, Registered Users 2, Paid Member Posts: 900 ✭✭✭IrishGrimReaper


    Just about to buy this game. Am I allowed to post links here? I was going to get it on steam, but g2play is selling steam key CoH2 + DLC bundle for free with it for €30 that's €20 less than what steam is selling it for :O

    https://www.g2play.net/store/Company-of-Heroes-2-Steam-Key.html


  • Moderators Posts: 5,617 ✭✭✭Azza


    Yeah that's fine. I normally shop on G2Play myself. With this game I pre-purchased on Steam to get beta access.


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  • Registered Users, Registered Users 2 Posts: 6,440 ✭✭✭jonski


    I pre-purchased from greenmangaming got beta access and it all worked out perfect , I know it's working fine because I get wiped out every time :(


    Is it possible to play annihilation in multiplayer against other people , I can play it against AI in a custom game but I can't seem to find how to do it against other people .


  • Moderators Posts: 5,617 ✭✭✭Azza


    It is but only in custom games where you can select it in the options tab. Its not available in auto match against either human or A.I opponents.

    You need to invite people to your custom game, as there is no lobbies.


  • Moderators Posts: 5,617 ✭✭✭Azza


    Thankfully Relic have said there looking into Hit the Dirt.

    Hit the Dirt is a free ability that makes conscripts receive 50% less hits as well as making them immune to suppression. Currently it stack with cover. which gives a further 50% reduction in number of hits taken and a 50% reduction in damage. The long shot of it is that conscripts with Hit the Dirt enabled in green cover take 1/8th the damage would take in a normal fight while maintaining their normal stats. :pac:


  • Registered Users, Registered Users 2 Posts: 14,698 ✭✭✭✭BlitzKrieg


    just finished the campaign...

    the story was pants, everybody looked like daniel craig (daniel craig in a hat, daniel craig with a moustache, daniel craig with a russian accent, daniel craig with a german accent, daniel craig wearing a wig and pretending to be a woman) and it lacked cohesion.


    And the first 3-4 missions are rather bland and uninspired.

    but from about the 5th mission onwards they really start to put the new coh2 features to use.

    Line of sight in particular gets a proper working in this, from a rather excellent Tiger hunting mission to the finale, large parts of the game will have you losing enemies among buildings or rolling pass a building only to find a pak around the corner (happened to me with a rather hilarious F*CK full reverse as the 88 misses its first shot)

    I think I played it wrong though cause the whole order 277 feature never became an issue with me. I rarely if ever called on the free units on offer and I like all my relic games, kept my soldiers alive for as long as I did, ended up with most games ending with me having 6-7 3 star vet units carrying the whole mission.

    This was made worse by the odd choice to hide the conditions to get medals for each mission and have some of them be counter to the missions mechanics (re-establish communication was a specific 2nd objective to one mission, but to get the medal you are NOT to do it.)


    Overall I enjoyed it, got me proper stoked to get my teeth into the multiplayer and theatre of war stuff.


  • Registered Users, Registered Users 2 Posts: 2,835 ✭✭✭Falthyron


    Ok, looking for some information/advice.

    At present, I have completed the ToW Co-op missions (all four) on General difficulty with my brother. Rostov was a complete joke and it seems rushing the AI's bases is the only solution to winning that one. Furthermore, I have completed all of the Soviets 'Challenges' on Captain with Winter Assault completed on General difficulty. Having said that, I am really struggling with the German 'Challenges'. I have completed them all, but only on Conscript difficulty. Is it just me or are the Soviets more powerful overall at the moment?

    Don't get me started on the Solo Battles... Your AI ally/allies in those fights are useless and realistically it ends up being you versus 2/3 AI.

    How is everyone else getting on? Or am I just a bit $hit :P


  • Moderators Posts: 5,617 ✭✭✭Azza


    The Soviets are the slightly more powerful faction at the moment but balance isn't too bad.

    However the Soviets being slightly more powerful only applies to multi player. The reason the challenges are so tough is simply the sheers numbers they throw at you. In a multi player game the numbers will be more evenly balanced.

    If you need advice for multiplayer tactics, purpose of units, counters etc I can help out with that.


  • Registered Users, Registered Users 2 Posts: 2,835 ✭✭✭Falthyron


    Azza wrote: »
    The Soviets are the slightly more powerful faction at the moment but balance isn't too bad.

    However the Soviets being slightly more powerful only applies to multi player. The reason the challenges are so tough is simply the sheers numbers they throw at you. In a multi player game the numbers will be more evenly balanced.

    If you need advice for multiplayer tactics, purpose of units, counters etc I can help out with that.

    Thanks for that, but I have yet to touch multiplayer :P Want to get through all these challenges before I do. Right now, I find the Soviet challenges that much easier and couldn't put my finger on why.


  • Registered Users, Registered Users 2 Posts: 27,635 ✭✭✭✭nesf


    Falthyron wrote: »
    Ok, looking for some information/advice.

    At present, I have completed the ToW Co-op missions (all four) on General difficulty with my brother. Rostov was a complete joke and it seems rushing the AI's bases is the only solution to winning that one. Furthermore, I have completed all of the Soviets 'Challenges' on Captain with Winter Assault completed on General difficulty. Having said that, I am really struggling with the German 'Challenges'. I have completed them all, but only on Conscript difficulty. Is it just me or are the Soviets more powerful overall at the moment?

    Don't get me started on the Solo Battles... Your AI ally/allies in those fights are useless and realistically it ends up being you versus 2/3 AI.

    How is everyone else getting on? Or am I just a bit $hit :P

    The first German defense challenge is a nightmare. Not only is it overwhelming numbers but after the first wave they're throwing units at you which are exactly what you'd pick to tackle dug-in defenders if you didn't care about losing men. So loads of flamethrowers and grenades to drive out MG's and not enough resources for you to have defense in depth on all sides. It's a nasty juggling act. :P


  • Registered Users, Registered Users 2 Posts: 14,698 ✭✭✭✭BlitzKrieg


    I abused barbwire and double machine guns in each bunker to win that


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  • Moderators Posts: 5,617 ✭✭✭Azza


    One way of getting by Schildkroteberg the challenge mission on General difficulty is to build 2 MG's and a flamer upgrade for the first wave. Have the Pio wire off the 3 bridges at the start.

    Fighting off the first wave isn't too hard. Build an additional MG or two for wave 2 and in conjunction with the wiring you should be able to control most access points in wave 2 by having 1 MG cover the point and a second MG further behind covering that MG and gradually falling back to HQ and reinforcing losses.

    Wave 3 you want to do something similar but if you have vet MG's use the incendary rounds on the scout car that shows up. This wave brings russian mgs and the goal here is to towards the end of the wave leave one enemy MG alive indefinitely so you can farm resources and prepare for all the waves. This takes along time but since the single MG squad is no threat to the base and can be bypassed by your units your free to set up whatever defenses you want. You can literally farm resources for however long you want and prepare yourself for all the upcoming waves. You can lace the area in barbed wire, build dozens of bunkers with machines guns and medic stations, tech up and max out your pop cap. Its cheap and it takes along time but hey the enemy waves are cheap so what the hell.

    By the way there is 7 waves in the that mission but there is 3 bonus waves as well after you complete the 7. :P


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