Company of Heroes 2

Company of Heroes 2

WORLD AT WAR (Akula) - TUNING PACK
 This topic has been pinned, so it's probably important
[SSG] akula_ace  [developer] 20 Jan, 2018 @ 9:58am
Debugging and Troubleshooting
Please report any bugs and errors you encounter while playing with the MOD, especially game crashes (Bug Splats), so I can fix them and further improve the gameplay.

When reporting do narrate which faction your were playing with, the win conditions and other important gameplay description. Cheers!
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Showing 1-15 of 126 comments
Surmene 23 Feb, 2018 @ 10:04pm 
I'm not sure if this is vanilla related or mod. Sometimes I have to manually direct my sniper to attack a squad when its in range. I don't have hold fire engaged. It feels like it deals with all the factions.
[SSG] akula_ace  [developer] 24 Feb, 2018 @ 7:11pm 
@Surmene, this is not a bug. This is a limitation I put intentionally. You need to face the sniper in the direction of the enemy if you want to it to auto engage that direction. I wanted to reflect that usually snipers/recon units are very passive in taking the first shot. Just drag right mouse button to set the facing of the sniper in the desired direction you want to defend. This feature allows experienced player to understand this mechanic and allow them to counter sniper by attacking them from the flanks. This also makes sure that you don’t keep your sniper completely unsupported. It is very good unit, but has some weaknesses to be used against! Hope this helps, Cheers!
Surmene 24 Feb, 2018 @ 7:15pm 
Ok. That makes sense. Kind of like setting up an HMG/mortar.

I had to check this probably vanilla bug to see if you could fix it in your mod. The British Assault commander ability disables the Land Mattress, 25 Pounder Emplacements, and possibly the Sexton's normal barrage abilities.
[SSG] akula_ace  [developer] 24 Feb, 2018 @ 7:23pm 
@Surmene, mate is this the “assault” ability of the Commando regiment? Can you please give me more description? Cheers!
Surmene 24 Feb, 2018 @ 8:13pm 
Yes. When I activate the commander ability with the Land Mattress and 25 Pounders in the field, their primary barrage abilities end up disabled. Fortunately the Sextons are unaffected, I just had a game with them.
[SSG] akula_ace  [developer] 24 Feb, 2018 @ 9:54pm 
@Surmene thanks for the description mate. I will fix the bug in next patch asap, Cheers!
MfWic 11 Mar, 2018 @ 4:12pm 
possible bug with the americans and grenades. grenades everyones seems like a heavy gammon and when playing ai they seem to spam para drops every 5 - 7 seconds completely swamp all area makes for a pretty challenging game . also abit off subject but any chance of a more vanilla akula mod ie before all explosion edits and certain units added to armys
MfWic 11 Mar, 2018 @ 4:16pm 
almost forgot ukf valentine is weak against half tracks greyhounds etc unless forgive me if wrong but youve gone for a 2pdr effect i would recommend putting damage back and slowing rof in hull down mode
[SSG] akula_ace  [developer] 11 Mar, 2018 @ 9:21pm 
@Mr 5735, this is not a bug. One of the purpose of the mod is to increase the intensity of the animations. However, the damage model of normal grenades is different from heavy grenades like heavy gammon. I will suggest you to try the new animation for gammon bomb ;)
[SSG] akula_ace  [developer] 11 Mar, 2018 @ 9:29pm 
@Mr 5735 I have tried to give UKF Valentine a different niche compare to base game, a light infantry support and recon tank like Panzer IV F1 during "Battle Phase 1". Yes mate, you are right the damage model and animation is of low velocity 2nd Pounder gun. I personally feel it is doing its job very well. Cheers!
Juggernaut 6 May, 2018 @ 3:54am 
If someone quickly clicks to stack the techs of shock troop and then guard rifles then the second upgrade overrides the first one while wasting resources used for the first tech, I think one tech should disable the other one to prevent resource wastage.
[SSG] akula_ace  [developer] 6 May, 2018 @ 6:42am 
@satapathyomkar1, mate this issue has been resolved with v1.2.1.5. Thanks for the feedback. Cheers!
Last edited by [SSG] akula_ace; 9 Oct, 2019 @ 3:48am
Surmene 6 May, 2018 @ 11:38pm 
Something seems screwy in the latest version playing a couple matches. I don't have a starting unit beginning matches when I played as US, UK, and OKW. The AI also feels slow in unit production and teching.
[SSG] akula_ace  [developer] 6 May, 2018 @ 11:48pm 
@Surmene, I have removed starting units for US, UK and OKW. Since they don't need to build base buildings from engineers.

AI unit production is slow in first 3-4 minutes and then it increases dramatically.
This is done so that players can set up primary defenses.

AI will call in heavy armor when it will start suffering heavy losses in late game, more emphasis on medium armor.

Hope this helps, Cheers!
Surmene 7 May, 2018 @ 12:01am 
It makes sense aye. Though one game I had was US(me) and UK versus Wer and OKW, at late game it was almost like the British AI stopped trying. It wouldn't build armor or anything and I had to carry hard pushing to the enemy base. It didn't reclaim points on its half of the map. I do like the focus more on medium armor.
Last edited by Surmene; 7 May, 2018 @ 12:13am
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