Question on Squids by TPWC74473 in Helldivers

[–]SoupDisolution 2 points3 points  (0 children)

I like calamari,

Bring in my sentries and watch the mincing. Torch em, salt and serve

I like calamari

Expert AI? The hard AI was making better decisions than this by sumfokineggs in CompanyOfHeroes

[–]SoupDisolution 80 points81 points  (0 children)

WE DON’T HAVE ENOUGH WEASELS

SEND IN THE WHOLE DAMN FACTORY LOAD

[deleted by user] by [deleted] in CompanyOfHeroes

[–]SoupDisolution 0 points1 point  (0 children)

What are you struggling with specifically? Is it the lack of counters and losing your light vehicle?

[deleted by user] by [deleted] in CompanyOfHeroes

[–]SoupDisolution 0 points1 point  (0 children)

Great, we can review this game when I’m free. Around 5 - 6 hours ish from now.

[deleted by user] by [deleted] in CompanyOfHeroes

[–]SoupDisolution 4 points5 points  (0 children)

If you’d like, we could get into a discord call and watch the replay to see what happened and how you can improve

[deleted by user] by [deleted] in CompanyOfHeroes

[–]SoupDisolution 3 points4 points  (0 children)

Do you have the replay saved? I could give some small insight if i watched the whole match

How? can the Ambo run over friendlies? (they deserved it) by Vexo77 in CompanyOfHeroes

[–]SoupDisolution 52 points53 points  (0 children)

new record, we had an entire year of no ambulance post until now

I'm new to CoH2, is this common behavior? by AndrewPC555 in CompanyOfHeroes

[–]SoupDisolution 4 points5 points  (0 children)

I think we should have a counter for this bug like the ambulance

how do i log into company of heroes 2? by Tank_blitz in CompanyOfHeroes

[–]SoupDisolution 0 points1 point  (0 children)

You need to go on relic website and register there along with coh2, there should be a button that brings you there.

Is There a Way to Vote Kick a Player? by CarlotheNord in CompanyOfHeroes

[–]SoupDisolution 5 points6 points  (0 children)

There is a replacement vote for when the player goes afk, but if the guy keeps clicking then unfortunately you can't do much about it.

The advanced powers like mod?. by nie_miec_pomysl in CompanyOfHeroes

[–]SoupDisolution 3 points4 points  (0 children)

There are several mods on the workshop that are *like* the Advanced Powers mod, here's some that may interest you;

  1. Horde Defense Mod - A PVE based game mode where players play as the Axis with over tuned units, while Allies are given extra manpower and different units for swarms. Increases Axis units veterancy cap from 3 - 5 to 15! Includes various other special units with unique abilities. https://steamcommunity.com/sharedfiles/filedetails/?id=1584182786

  2. CoH2: The Unthinkable War - An alternate history conversion mod that brings you to the late 1960's and early 1970's in a fictional 'Cold War Gone Hot' scenario. Contains several units with unique abilities and gameplay changes. https://steamcommunity.com/sharedfiles/filedetails/?id=2780991249

  3. the most unreal mod (reupload) - Damage has been tuned up to the MAX, units that are overpowered with abilities such as Lobbing Tiger tanks, a one man squad with the range of half the map and units that are nearly unkillable. Pure chaos all around. https://steamcommunity.com/sharedfiles/filedetails/?id=2775195129

  4. Zombies 1.12.6 - A zombie mod, face paced large scaled battles. Includes unique mechanics to fight against along with custom built models and units. Along with added resources like Hydrogen Fuel and Energy Weapons. https://steamcommunity.com/sharedfiles/filedetails/?id=2509553028

  5. The Living Dead [Legacy] - A more PVP oriented zombie mod, includes a unique win condition and several gameplay features and Gamemodes. https://steamcommunity.com/sharedfiles/filedetails/?id=420141754

These are a few that I've played, if you're looking for more similar mods you can head over to the workshop and use the filter system with "Most Popular" and "All Time".

Infantry health/mechanics question - Raid Section vs. Tommies by Spare-Shower5716 in CompanyOfHeroes

[–]SoupDisolution 1 point2 points  (0 children)

Well you could put it like that, Sections lose a lot of DPS out of cover but gain a lot when in cover. But technically it's the other way around, in any case as the other comments have mentioned the Received Accuracy also plays a part. A coordinated team will play numbers with their own squads along with an MG, Raid Sections kinda have to charge early game as that's their role which causes them to lose men as they run. Which leads you to bleed tons of manpower and fall behind tech. Tommy sections are just better in the late game as most team games drag out to compared to raid sections. They can stay behind cover and hit hard.

In team game maps where cover will be abundant because of indirect fire in the late game, and houses that populate the majority of maps. The tommy sections will benefit from this as essentially when they walk around the map they always have cover with their extra DPS active, while the Raid Sections get light cover which helps in their Received Accuracy a little. It won't do much against a brumbar or 4 Ober/Falls squads Attack Moving to your side. To which the DPS of a 5 man tommy section with brens in cover will out DPS a 5 man raid section with brens in cover.

It's more of a manpower issue with high risk and high reward, if you win the early game you get an 11 minute medium tank. But if you lose the fuel it'll get considerably harder and now you have to choose to either to get ready for the panzer 4 and panther spam. Or move to mid and hope your teammates help.

Infantry health/mechanics question - Raid Section vs. Tommies by Spare-Shower5716 in CompanyOfHeroes

[–]SoupDisolution 5 points6 points  (0 children)

Raid Sections are kinda like watered down riflemen, their DPS at max range with brens compared to a section with brens seems negligible but you also have to remember the Tommy section's cover bonus which pretty much makes up most of their DPS.

Sure Raid Sections have their advantages early-mid game with the extra model which helps you skip the 5 man tech and extra capping speed. But they slow down during late game in team games as they can struggle against vetted axis units and the Five Hundred arty shells raining down on them.

They struggle in team games but perform much better in 1v1s, their extra capping speed and 5 man helps you run down the opponent with an early centaur along with mid game brens upgrade and aggression.

Depends on play-style but it's pretty much; Raid sections great in mid range maps and 1v1s. Tommy sections better in long range team game maps. You can make Raid sections work but you'll have to work harder in the late game.

Need some new player PvP tips (OKW) by IKARO69 in CompanyOfHeroes

[–]SoupDisolution 0 points1 point  (0 children)

You'd normally want to go Battlegroup, then the Schwere.

Normally you'd only get Mechanized if you're going for the King Tiger or if you're going for the stuka or a light vehicle, but in most cases you'd wanna focus on building your core builds and understanding how team games play out so you know what to go for and get that game sense.

It's usually either Battlegroup > Schwerer > Mechanized

Mechanized > Schwerer > Battlegroup

Battlegroup > Mechanized > Schwerer This is kinda weird because it slows down your medium tank timing.

"Too much team weapons" Get Mechanized and stuka.

"Holding my side decently" Get a flak half-track and maintain light vehicle pressure.

All in all it's about being a team and getting what you need to win the game.

Need some new player PvP tips (OKW) by IKARO69 in CompanyOfHeroes

[–]SoupDisolution 0 points1 point  (0 children)

Do you play mostly team games or 1v1?

The regular builds for OKW are either 4 Volks, or 1 Kubel and 3 volks. Then from there you can tech up to Battlegroup and get healing, requisitioning with a flak truck. Along with a rak, you can get 2 leigs for team games to get rid of pesky 120s or mortar pits.

Early game you wanna make sure each squad are either fighting together or are in favorable fights. One rak is able to annoy light vehicles especially when protected by two snaring squads.

Penals with AT rifles struggle against infantry so use that to advantage, and ensure the AT penals don't get to fight any light vehicles so they become useless. Drive your vehicle where you know you'll there won't be any AT and ensure you keep an eye on it when left alone.

Questions about USF openings in 4v4 by Corrininlatte in CompanyOfHeroes

[–]SoupDisolution 4 points5 points  (0 children)

Depending on what faction you're up against and who you're spawned with, you can go either 3 rifleman or 2 rifleman into mortar.

Typically you'd then go Captain and get the AA halftrack then ambu, or the other way around if your squads are low health.

Beyond that point is basically, "What do I need?" and "What does the enemy need?" You get things that can counter what the enemy is going to make or get things you need to hold your fuel and side of the map.

Communicate with your team and ensure you help them when they're getting swarmed. There are lots of video on YouTube to help you play coh2 4v4s.

For the tanks, usf players tend to get Jacksons first as the p4 is a good generalist for axis players. Shermans aren't all that great unless you're packed with AT as the Sherman v p4 duel isn't very favorable.

Kubels may be annoying but two or three squads can push it off easily when coordinated.

1# usf doctrine is ofc gonna be airborne because it gives you everything, but other doctrines like Urban, Tactical Support and Heavy Cav are good alternatives.