Cortesano escribió:No entiendo quien fue el genio que decidio dejar poner bunker a los alemanes y no a los rusos, como los alemanes mantengan la posición 15min y tu no le hagas verdadero daño, se plantan con 4 o 5 panzer iv o pathner-tiger-elephant
Saludos
Cid_Highwind escribió:Cortesano escribió:No entiendo quien fue el genio que decidio dejar poner bunker a los alemanes y no a los rusos, como los alemanes mantengan la posición 15min y tu no le hagas verdadero daño, se plantan con 4 o 5 panzer iv o pathner-tiger-elephant
Saludos
La estrategia Sovietica es ahogarles con conscripts al inicio y cortarles el suministro de combustible. Si en 15 minutos no has ganado la cosa ya se complica.
Cortesano escribió:Cid_Highwind escribió:Cortesano escribió:No entiendo quien fue el genio que decidio dejar poner bunker a los alemanes y no a los rusos, como los alemanes mantengan la posición 15min y tu no le hagas verdadero daño, se plantan con 4 o 5 panzer iv o pathner-tiger-elephant
Saludos
La estrategia Sovietica es ahogarles con conscripts al inicio y cortarles el suministro de combustible. Si en 15 minutos no has ganado la cosa ya se complica.
Se complica porque no tenemos forma de parar sus rush de soldados! nuestra mg es una basura y se flanquea muy facil, entonces debemos luchar con infanteria vs infanteria a muerte, ellos se retiran y tienen bunkers o mg42 potentes defendiendo terrero, tu te retiras y como tenga por ahi algo aún pueden robarte territorios y tal.
A ver quien es el primero que se da cuenta del detalle
http://cloud-2.steampowered.com/ugc/578993369413207865/209813436052301BA2AEF46D96CF5CE714D1DE13/
La campaña es una pasada
Saludos
pancho_xx escribió:hola colegas, mi problema es que al jugar el coh 2 a pantalla completa graficamente se ve mal, las zonas que no exploro se ven con rayas negras o "precipicios" de imagen ademas me anda como a saltos, pero si juego en modo ventana, desaparecen los problemas...
mi tarjeta es una radeon hd 5970.
utilizo un televisor samsung de 46 pulgadas,
ram 12 gb.
ultimos drivers... alguna idea?
aqui dejo una captura de como se me ve a pantalla completa
http://cloud-2.steampowered.com/ugc/597 ... sizedimage
saludos
lordvil escribió:Por cierto, como se capturan los vehículos? ya que solo he visto en la campaña tanques vacíos pero en el multi no se como se pueden capturar...
lordvil escribió:Por cierto, como se capturan los vehículos? ya que solo he visto en la campaña tanques vacíos pero en el multi no se como se pueden capturar...
pancho_xx escribió:hola colegas, mi problema es que al jugar el coh 2 a pantalla completa graficamente se ve mal, las zonas que no exploro se ven con rayas negras o "precipicios" de imagen ademas me anda como a saltos, pero si juego en modo ventana, desaparecen los problemas...
mi tarjeta es una radeon hd 5970.
utilizo un televisor samsung de 46 pulgadas,
ram 12 gb.
ultimos drivers... alguna idea?
aqui dejo una captura de como se me ve a pantalla completa
http://cloud-2.steampowered.com/ugc/597 ... sizedimage
saludos
tentado, pero soy nuevo al 1 asi que de momento me lo estoy pasando teta....Henkka360 escribió:está a 24€ en nuuvem!
Company of Heroes 2 Update Released
Product Update - Valve 2 Jul 2013
This thread is where we'll be sharing patch changes and game updates.
http://community.companyofheroes.com/fo ... -Changelog
Updates as of June 4th, 2013
- adding tracking for rare peer to peer error
- optimization: game won't slow down after numerous explosions have damaged the terrain
- optimization: speed up terrain rebuilding for higher frame rates when the camera moves
- fix dead entities not snapping to ground when dying on bridges
- prevent enemy buildings from appearing as holes in the ground when FoW was active
- improve hang detection to reduce number of times the game crashed itself thinking it was hung
- fix a bug where projectiles would never hit a dropped mg42
- fix post game stat screen showing wrong info on save/load
- add OEM8 for mapping English physical key locations to French
- add new Commander Dispatch feature
- update performance test to feature snow
- most barrage abilities now target positions instead of squads/entities
- fix guard troops reinforcing for free
- catch networking problems when a user has trouble connecting to many users in a short period of time
- reduce pak43 and howitzer requirements
- normal mortar can now be deployed when you get the 120mm
- commander tank and officer limited to one
- 120mm mortar changed from 480 to 360 from free
- fix for quad50 audio in the distance
- fix ISU 152 having two abilities with the T hotkey
- add hotkey for transfer orders
- fix M shortcut for tellermine
- fix bug where playing a tutorial of watching a replay to completion would prevent the player from playing online
- fix subtitle overlap in tutorial
Bonhart escribió:Actualizacion del 4 de Julio:Company of Heroes 2 Update Released
Product Update - Valve 2 Jul 2013
This thread is where we'll be sharing patch changes and game updates.
http://community.companyofheroes.com/fo ... -Changelog
Updates as of June 4th, 2013
- adding tracking for rare peer to peer error
- optimization: game won't slow down after numerous explosions have damaged the terrain
- optimization: speed up terrain rebuilding for higher frame rates when the camera moves
- fix dead entities not snapping to ground when dying on bridges
- prevent enemy buildings from appearing as holes in the ground when FoW was active
- improve hang detection to reduce number of times the game crashed itself thinking it was hung
- fix a bug where projectiles would never hit a dropped mg42
- fix post game stat screen showing wrong info on save/load
- add OEM8 for mapping English physical key locations to French
- add new Commander Dispatch feature
- update performance test to feature snow
- most barrage abilities now target positions instead of squads/entities
- fix guard troops reinforcing for free
- catch networking problems when a user has trouble connecting to many users in a short period of time
- reduce pak43 and howitzer requirements
- normal mortar can now be deployed when you get the 120mm
- commander tank and officer limited to one
- 120mm mortar changed from 480 to 360 from free
- fix for quad50 audio in the distance
- fix ISU 152 having two abilities with the T hotkey
- add hotkey for transfer orders
- fix M shortcut for tellermine
- fix bug where playing a tutorial of watching a replay to completion would prevent the player from playing online
- fix subtitle overlap in tutorial
Como veis estan mejorando en la optimizacion y se nota.
Cid_Highwind escribió:Bonhart escribió:Actualizacion del 4 de Julio:Company of Heroes 2 Update Released
Product Update - Valve 2 Jul 2013
This thread is where we'll be sharing patch changes and game updates.
http://community.companyofheroes.com/fo ... -Changelog
Updates as of June 4th, 2013
- adding tracking for rare peer to peer error
- optimization: game won't slow down after numerous explosions have damaged the terrain
- optimization: speed up terrain rebuilding for higher frame rates when the camera moves
- fix dead entities not snapping to ground when dying on bridges
- prevent enemy buildings from appearing as holes in the ground when FoW was active
- improve hang detection to reduce number of times the game crashed itself thinking it was hung
- fix a bug where projectiles would never hit a dropped mg42
- fix post game stat screen showing wrong info on save/load
- add OEM8 for mapping English physical key locations to French
- add new Commander Dispatch feature
- update performance test to feature snow
- most barrage abilities now target positions instead of squads/entities
- fix guard troops reinforcing for free
- catch networking problems when a user has trouble connecting to many users in a short period of time
- reduce pak43 and howitzer requirements
- normal mortar can now be deployed when you get the 120mm
- commander tank and officer limited to one
- 120mm mortar changed from 480 to 360 from free
- fix for quad50 audio in the distance
- fix ISU 152 having two abilities with the T hotkey
- add hotkey for transfer orders
- fix M shortcut for tellermine
- fix bug where playing a tutorial of watching a replay to completion would prevent the player from playing online
- fix subtitle overlap in tutorial
Como veis estan mejorando en la optimizacion y se nota.
Esa actualización es del 4 de junio,de hace un mes exactamente.
RommelF escribió:A ver que os parece le enfrentamiento directo de un Panzer IV contra un T-34/76
http://youtu.be/fXB6xo9liSI
Updates for July 10th, 2013
General
• Fixed various issues causing game crash.
• Fixed desktop icon to match new Steam icons.
• Detect AMD graphics driver versions better.
• Game avoids crash on older NVIDIA Optimus drivers.
• Fixed FX ripples on Tiger Tank.
• Improved water ripples.
• Adjusted logic behind Lag/Vote Kick option being presented.
• Added News Ticker to display planned server downtime.
• Added popup to display “Waiting for Match Results” when waiting for match results when game ends. The appropriate Victory or Defeat screen will then appear.
• Hide the difficulty in multiplayer save games as it does not apply.
• Changes to the help text of Commander abilities Relief Infantry and Rapid Conscription.
• Updated the requirements text of some units and abilities.
• Added Twitch chat button to lobby.
• Show Progress bar on unselected buildings.
• Show a progress bar when planting a trip wire flare.
• Improved Tactical Map display times.
• Fix game in Vista running in Compatibility Mode having no cursors.
• Fix Windows DPI scaling affecting the game in fullscreen and causing UI issues by making the game DPI aware so Windows doesn’t scale it.
• Halftracks now "Taxi" Squads to the Unload point. Clicking the unload button should eject everyone in the Halftrack. Clicking the Shield Icon of the Squad inside the halftrack then the button should taxi the squad to that location.
Campaign & Theater of War
• Mission 1: Fixed crash at Stalingrad Railstation relating to destroying the Panzer IV.
• Mission 1: Fixed crash that had a chance to occur if the player completed the bonus objective after the last defending conscript died.
• Mission 3: Fixed crash that occurs if a player dies while the new AI goal is being assigned.
• Mission 3: Various crash fixes.
• Mission 5: Fixed error when securing bridge territories.
• Mission 6: Fixed Invulnerable Conscript Bug.
• Mission 6: Fixed rare bug when failing the defense objective.
• Mission 6: Fixed HQ blocker.
• Mission 8: Rare error that could prevent the game from progressing.
• Mission 10: Fixed error with demolitions pioneers.
• Various: Fixed howitzer retreat bug.
• Fixed AI enemies being unable to use the Panzerfaust ability.
• Fixed error on Officer Assassination relating to Soviet bombing run.
• Fixed bugs in various ToW missions.
AI
• Repair ability now allows AI to properly detect destroyed bridges to repair.
• AI now only tries to pick up items it is able to.
• Fixed an issue where the AI would not purchase the Axis G43 rifle upgrade.
• AI now properly tracks chance of avoiding explosions when multiple events arrive for the same explosion.
• AI shouldn't give up on capturing to retreat back to base to construct if it is already in the territory to capture.
• AI no longer retreats due to cold when in combat.
• AI abilities targeting friendly units can now run when a squad is outside the objective leash and in ability range of the friendly target.
• AI coordinated move phase now uses setup locations as destinations instead of objective target like coordinated attack arrival phase to prevent path finding oscillations when switching between the two phases.
• AI attack objective now properly recognizes squads capturing a point as not being idle and triggers the switch from the move stage to the engaged stage.
• AI leader task no longer overrides the destinations of the follower tasks screwing up the coordinated attack arrival phase of objectives.
Balance
Soviet M3A1 Halftrack
• Damage from 9.9 to 10
• Far accuracy from 0.37 to 0.2
• Near cooldown duration modifier from 0.5 to 0.6
German 222 Scout Car
• Damage from 7.2 to 5
• Accuracy far from 0.125 to 0.2
• Rate of fire from 12 to 18
• Far cooldown duration modifier from 1.2 to 1
Adjusted the risk vs. reward aspect of unit garrisons within vehicles.
• 50% chance for each entity inside halftrack to die when the garrisoned vehicle dies.
To better compensate for the larger squad sizes of the Soviet weapons teams, the following changes were made:
Soviet Weapon Teams
• Soviet PM41 82mm Mortar Barrage shoots slower: 2 to 3.575 seconds.
• Maxim HMG deals less damage: 12.9 to 9.5.
• Maxim HMG setups slower: 1.375 to 1.5125 seconds.
• Soviet HM-120mm Mortar shoots slower: 7 to 8.9 seconds.
• Soviet HM-120mm Barrage shoots slower: 2.5 to 5.175 seconds.
German Weapon Teams
• German Granatewerfer 81mm mortar shoots faster: 4.5 to 2.4 seconds.
• German HMGs, Mortars and AT Guns have 4 entities instead of 3.
lordvil escribió:Increíble, no doy crédito... han nerfeado aún mas la hmg y el mortero! y han aumentado a 2 segundos el disparo del mortero aleman!!!!
Ya es bastante difícil encontrar compañeros soviéticos.... cada vez peor
Jesus36 escribió:Uno que jugo a la beta y jugo en ultra, y ahora no soy capaz ni de jugar en medio fluido, ¿que mierda han tocado en la optimización?
Cid_Highwind escribió:lordvil escribió:Increíble, no doy crédito... han nerfeado aún mas la hmg y el mortero! y han aumentado a 2 segundos el disparo del mortero aleman!!!!
Ya es bastante difícil encontrar compañeros soviéticos.... cada vez peor
Y se han cargado prácticamente una de mis unidades favoritas,el mortero de 120 mm. Pero lo peror de todo es que ahora los morteros,mg's y Paks alemanes pasan a tener 4 tios! en lugar de tres.....
RommelF escribió:Enfrentamiento! Tiger VS ISU-152
Que empiecén las apuestas!! jeje
http://youtu.be/opNLzxF2CqY
PD: No os perdais el final del vídeo! donde llegan a entrar en combate hasta 6 ISU-152
Cid_Highwind escribió:RommelF escribió:Enfrentamiento! Tiger VS ISU-152
Que empiecén las apuestas!! jeje
http://youtu.be/opNLzxF2CqY
PD: No os perdais el final del vídeo! donde llegan a entrar en combate hasta 6 ISU-152
El ISU-152 se supone que es un caza tanques y lo cierto es que es más efectivo contra infantería que contra vehículos,te sale más a cuenta tirar del SU-85 que es la única opción realmente efectiva que tienen los Russos para eliminar los carros alemanes.
En más de una ocasión con un Su-85 me he cargado un Tiger en un 1 vs 1,eso si mi SU con veterania.
Sería interesante ver un IS-2 vs Tiger y un Panzer IV vs T-34/85.
HegolanGamer escribió:Si no tenéis el juego no os van a servir estas keys (Company Of Heroes 2 Exclusive Multiplayer Commander):
G7W3Q-50NC5-VLRLW
LFMMG-Y8LY7-D7VX3
DKVYX-MYLDV-X2ZTG
VYD5Q-4X2W9-G3QYQ
Nyutu escribió:Como compararíais este juego con el starcraft? Es que tengo la posibilidad de comprar uno barato y me esta tentando muchisimo...
Nyutu escribió:Como compararíais este juego con el starcraft? Es que tengo la posibilidad de comprar uno barato y me esta tentando muchisimo...
Cortesano escribió:2vs2 jugar de rusos es una puta mierda... el juego esta balanceado de risa joder
Así no RELIC, así No
RommelF escribió:
Y nos hicimos una racha de 5 victorias casi seguidas!
Os dejo el vídeo de la primera partida que jugamos: http://youtu.be/VUEBYMfy0nw (El vídeo no esta monetizado, no vengo a ganar pasta que coste jeje)
Cortesano escribió:Yo cuando me coge hablo de partidas de nivel
Ganar a un alemán que es un paquete pues flanqueas como quieres, robas mg, etc etc. El problema viene cuando el equipo si juega junto mg/infantería.
Yo lo dicho 2vs2, te hacen un mega-spam de mg con 4 mg y luego te sacan 2 o 3 granaderos. Con tanta MG es muy difícil poder flanquear y si alguna vez lo haces entre los granaderos y que ahora las MG tiene 4 tíos
Veré algunos streming a ver si se pueden pillar tácticas
Saludos
Cortesano escribió:Yo cuando me coge hablo de partidas de nivel
Ganar a un alemán que es un paquete pues flanqueas como quieres, robas mg, etc etc. El problema viene cuando el equipo si juega junto mg/infantería.
Yo lo dicho 2vs2, te hacen un mega-spam de mg con 4 mg y luego te sacan 2 o 3 granaderos. Con tanta MG es muy difícil poder flanquear y si alguna vez lo haces entre los granaderos y que ahora las MG tiene 4 tíos
Veré algunos streming a ver si se pueden pillar tácticas
Saludos
Cortesano escribió:Si vas con el camión y SABEN jugar, te vas a comer un mojon . Eso funcionaba al principio del juego pero ya los alemanes han aprendido.
Vamos me gustaria jugar VS ustedes de Ruso, yo no juego alemán porque es tan fácil ganar que pierde la gracia xDDD
Saludos
Cortesano escribió:Si vas con el camión y SABEN jugar, te vas a comer un mojon . Eso funcionaba al principio del juego pero ya los alemanes han aprendido.
Vamos me gustaria jugar VS ustedes de Ruso, yo no juego alemán porque es tan fácil ganar que pierde la gracia xDDD
Saludos
Updates July 30th, 2013
General
- Fixed 1 frame delay between user input and unit movement
- Updates to vehicle pathing
- Langreskaya Spring and Winter maps added (1v1 in automatch and 1v1 and 2v2 in custom game)
Balance
Commander Ability Changes
The following abilities had their command point (CP) cost reduced to increase commander appeal. In contrast to the majority of Soviet Commanders a number of German doctrines did not have abilities available at 1 CP.
- Panzer Tactician: Command point cost from 2 to 1
- Mortar-Half-track: Command point cost from 2 to 1
- Artillery Field Officer: Command point cost from 2 to 1
- Riegel 43 AT Mine: Command point cost from 2 to 1
- Fear Propaganda Artillery: Command point cost from 5 to 3
The following changes were made to improve the usability of Rapid Conscription and Relief Infantry. Overall, it was very difficult to recover your cost on investment to both abilities due to their relatively low duration time. The goal was to increase the rate at which players could recover their cost and provide a possibility to earn back more than the initial resource investment.
Rapid Conscription
• Maximum replaced squads from 6 to 2
• Duration from 30s to 120s
• Recharge time from 90s to 180s
• Cost from 200 MU to 160 MU
• Ability now replaces lost squads with Conscripts rather than Penal Battalions
• Updated tooltip to better reflect ability functionality
Relief Infantry
• Maximum replaced squads from 6 to 3
• Duration from 60s to 120s
• Recharge time from 90s to 180s
• Updated tooltip to better reflect ability functionality
Previously, Hit the Dirt had the capacity to have its modifier stack with cover. This led to extremely durable units at very little cost to the user. It also impacted many of our combat systems, leading to inconsistent or undesirable behavior such as snipers missing the infantry.
Hit the Dirt
• Hit the dirt now provides light cover rather than a 0.5 received accuracy modifier.
The JU-87D Strafing Run now functions as a suppression ability. The loiter behavior was modified to improve the visuals of the off-map and make it more susceptible to anti-air weapons.
JU-87D Strafing Run
• Attacks per aircraft from 5 to 3
• Delay between attacks from 3s to 18s
• Duration time from 48s to 75s
• Target lead in from 50 to 20
• Target lead out from 60 to 20
• Target attack distance from 150 to 225
• Target attack time from 2.125 to 4.25
• Modified UI barrage radius to match the loiter radius of the JU-87D
• Damage from 8 to 2.5
• Rate of fire from 32 to 16
• Suppression from 0.12 to 0.25
• Max range from 175 to 225
Opel Blitz Cargo Truck
Previously, the cargo truck was multiplying a sectors value by a factor of 2. This resulted in extreme edge cases where fuel and munition incomes were higher than expected. To resolve this, supply trucks will only add a set amount of resources to sectors.
• A cargo truck setup within a sector now adds 3 fuel and 5 munitions per minute, rather than multiplying the sectors value by 2
• Cargo truck cost from 200 to 300 manpower
Adjustments to Scatter Distance
The following units had their scatter distance refactored to better match their performance and design. Higher scatter values generally implies weapons are less accurate.
IS-2
• Scatter distance max from 7.5 to 2.86
Panzer IV
• Scatter distance max from 6 to 9.5
T70
• Scatter distance max from 1.84 to 1.7
T34-85
• Scatter distance max from 3.4 to 2.6
Tiger
• Scatter distance max from 6.8 to 4.3
Ostwind
• Scatter distance max from 1.98 to 2.15
Brummbar
• Scatter distance max from 4.55 to 1
HMG Suppression Modifiers
HMG teams no longer function efficiently while pinned. This discourages tactics such as moving a HMG team into a setup HMG team unless on the flank. Pinned HMG squads now have the following modifiers applied to their squad:
• Weapon accuracy is now reduced by 75%
• Weapons reload has been increased by 100%
• Weapon cooldown has been increased by 100%
• Weapon scatter has been increased by 320%
• The Maxim HMG now properly has its movement reduced while suppressed
Correction from Patch on June 13
• Stug target size set from 20 to 14
• Riegel AT Mine recharge from 30s to 0s
Bug Fixes
• Command tank now properly validates, this prevents the user from using the call in when they are near max pop.
• Incendiary barrage duration now better matches its deployment time.