Company of Heroes 2

Company of Heroes 2

Zombies 1.12.6
 This topic has been pinned, so it's probably important
Sie_Sayoka  [developer] 1 Dec, 2021 @ 9:55am
Bug Reports
Post bugs here. Be as detailed as possible. Provide steps for recreating bugs.

Known Issues:
  • Game crashes sometimes at the end game screen.
  • Zombies standing around or not pathing correctly. This is caused by the map and/or the game AI which I have no control over.
  • Pink units on some maps. This is from a texture issue.
  • Some modded units like the hover tank will have incorrectly rotated models.
  • Squads with multiple slot items don't have the weapons after reinforcing.
  • Sturmtiger doesn't show reload animations.
Last edited by Sie_Sayoka; 3 Jan, 2023 @ 6:53am
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Showing 1-10 of 10 comments
Lung 14 Jun, 2022 @ 12:46pm 
1: Vehicles can be hulled down twice. Simply choose a Hull Down commander, and you receive 2 Hull Down Options. 1 in the Vehicle itself, and 1 on certain infantry.

For example, the Brummbar, can hull itself down, then be hulled down by Pioneers. This is well and fine as it actually creates some really fun defense scenarios with vehicles- however the major bug.

When hulling down with infantry, after the vehicle has hulled itself down, the vehicle is permanently immobile. You can remove the vehicles hull down, but the infantry hull down will remain. Making your defense into a roadblock at times especially if you're trying to push up on some maps.

While I'm sure that Double Hull Down wasn't intentional I do think it's a cool idea, I just wish it didn't make the vehicle immobile.

2: Opel Blitz's do not resupply friendly troops with ammo. Even if you're both Werhmacht a friendly Opel Blitz won't help your allies at all.

3: Bombardiers seem to be completely immune to explosions. Not sure if this is balancing or a bug, but it's ridiculous. In some cases you can toss a satchel onto a Bombardier and it will survive at 1HP. They do take damage, but the only damage capable of harming is direct hits.

4: The Conscript PPSh package doesn't seem to properly arm them completely.
ironvict 1 Aug, 2022 @ 8:25am 
When using this mod, the friendly A.l. on the team doesn't build the experimental building at all, but simply continue using the standard units. Maybe a look into this?
Why zombies can use incendiary barrages?What a high-tech zombie...
ArxInvicta 18 Oct, 2022 @ 5:42am 
P-2000 Landkreuzer is called "Fleuerratte" - pretty sure that's a typo and is supposed to be "Feuerratte" (fire rat)? Since Fleuer does not really mean anything xD
Sie_Sayoka  [developer] 18 Oct, 2022 @ 6:05am 
Thank you everyone for the bug reports. These will be fixed in the next update.

Opel Blitz Support Truck does not affect allies in the vanilla game. At least on whatever update the mod tools is on.

Experimental units not being constructed by the AI is by design. The AI wouldn't know how to use them as many require to be within proximity of certain units to function.
Last edited by Sie_Sayoka; 18 Oct, 2022 @ 7:31am
Aithaed 5 Dec, 2022 @ 7:17pm 
Big text wall :)


Playing 3 players (1 OKW, 1 UKF, 1 USF {Me}) vs 2 Zombie AI and the objective to hold the line for as long as possible. It's like my 4th multi-hour game playing the mod and i've got a decent idea of what to do.

The map I was on had the base positions slightly offset from each other, and had a bunch of choke-points around the middle of the map. My line of paratroopers, experimental units, and massing AT/SPG debuffs held up until about the 1 hr mark, while my allies' defenses fell around the 35 minute mark due to SPAA spam not being effective against Tsars and Angels. Problem is, both of my allies' line completely collapsed and they popped Last Stand before their bases would be wiped out.

Coincidentally, my Muni/Fuel eco went down to +0/+0 at the same time.

I'm not sure if it was because losing every single Point, Node, and Supply Truck drained my eco to the point that the experimental units I had drained more Muni/Fuel than I was producing, or if it was a bug with Last Stand swapping my eco to MP only.

HOWEVER, I did have the issue of not having the 100 Muni and 20 Fuel (iirc that's the cost) to activate MY Last Stand, so I was stuck with no eco and most of my units costing resources I didn't have.

Even if it's not a bug and just experimental units being funny like that, I think altering the ability to cost less (or nothing, cuz it's a "last stand") would be a good idea.

(Condensing multiple possible posts into just one here because I feel like it)

I'm not really sure what the intended use situation is for the P-2000. By the time you can get it the game is pretty far in swing and the Chargers just kinda Vehicle Crit it into oblivion. It seems like it's supposed to be the late game death machine to lead the charge against the enemy base, but it seems kinda lacking to me for the MP, Fuel, Muni, Pop, and Drain cost it has. I had more luck with 7 mixed squads of unequipped USF Infantrymen and Cavalry Infantry against late-game Zombies than I did with the Airship. It'd be cool if it could become a clown car and just let me shove a LOT of infantry in it. Yaknow, for purposes.


I also think it's interesting that the Airship Refueling Station has such a small refill radius, and such a huge blimp floating overhead while the actual airship units are distinctly not flying. I would be much happier to build the things if half my fortified line didn't become obscured by that blimp model. It'd also be cool if it had a radius upgrade like the generator station.

I also had the INTERESTING experience of one of my "friends" building the orbital comm center and deploying the SUN with the fun and helpful trajectory of traveling right across my fortified line, breaking every single part of my extensive barricade network and killing 2 veteran infantry squads. Not sure if i'd say that's a bug, but it's a lot of trolling for a single ability.

A suggestion I have is increasing the Veterancy cap for every unit to Vet 5 (or more than that, see the Horde Defense Mod for examples and Unit Prestige mechanics) like OKW so there's more value in preserving the lives of infantry for as long as possible. Prestige mechanics would also be very cool for letting infantry become extra specialized.

A suggestion I have is decreasing the build times for Barbed Wire, Sandbags, and Barricades. Sometimes on smaller-scale maps players simply don't have enough time to build enough fortifications to start holding the line instead of a collapsing retreat.

Something I noticed is that because of the high pop cost of some static defenses it is actually pretty hard to have defense-in-depth. Once your front line gets broken you're really just kinda screwed because defending against mid-late game zombie groups requires intensive firepower concentrated in a small area.

Something I noticed is that with the aforementioned match once we got fully pushed back to base areas, Bombardiers were out-ranging my artillery. I couldn't build B4s and whatnot to do anything silly against them, but the USF mortar alternative (small arty gun) could not hit the Bombardiers from my base. I couldn't drop paratroopers either because the Zombies *knew* the instant I did and sent a bunch of Headless and Chargers after me. Pain.
Sie_Sayoka  [developer] 5 Dec, 2022 @ 10:52pm 
Thank you for the detailed feedback.

The issue of having no munitions or fuel income was probably caused by both the experimental units and losing territory. I don't think it's possible for someone elses Last Stand to affect an ally's income. This fits with the overall game design where the units are high risk, high reward. Scuttling units is always an option in dire situations.

I may lower the cost of Last Stand but I quite like having an initial investment cost (500/100/100). This presents the player with the option of either spending their resources or saving it as a backup.

The Landkreuzer has the highest HP in the game. It has 2500 HP and with the Rocket Efficiency upgrade this brings effective HP up to 3250 against non-AoE. Furthermore it has 300 non-directional armor which is higher than everything except the Dreadnought. Currently, it costs around the same or a little more than 3 medium tanks barring the munitions costs and drain. Its purpose is to soak up damage when attacking whilst being supported by other units. I've been careful on how powerful I've made it as allowing it to just waltz all the way to the zombie HQ by itself doesn't make for very interesting gameplay.

I have noticed that I didn't give it the unique heavy tank tag, which it should have received. In the next patch it will auto-repair criticals after 20 seconds just like all the other uniques. Do you want the Landkreuzer to hold units to protect them or to have them shoot out of it? The latter is unfortunately not possible.

The Airship Refueling Station aura is small by design. This is to force risk/reward as giving it too much range would lower the risk by having it further from the frontline. You bring up a good point about the blimp obscuring vision. In the future I'll add an ability that let's you hide the airship.

The Sonnengewehr is indeed very interesting and it's working exactly as intended.

I do like the idea of making more incentive to keep squads alive. However doing it through veterancy isn't an option since I'd have to go through every single squad. Maybe if most of the 4th and 5th ranks were the same, I'll have a look at it.

The build time of Steel Barricades are long on purpose. Barbed Wire only has 12 seconds construction time so it should be fairly quick to set up unless you're trying to cover a wide area. I wont be able to balance for every type of map .

Yes the high pop cap is by design to prevent defenses from being impenetrable. I like the idea of having secondary lines of defense but in practice there's nothing stopping a player from just putting it all on the front line. Maybe I'll think of a way to allow this.

AEF artillery was overlooked since everyone just builds B-4s. I'll have them buildable in the future.

Thanks again for the feedback I appreciate it.
Aithaed 6 Dec, 2022 @ 6:25pm 
No problem, giving feedback is usually fun.

For the Last Stand Cost, I get it, I still think it being phrased as a *last stand* indicates to me that it's more of a panic button to dramatically shift the game stage than a upgrade/sidegrade.

For the Landkruezer, kinda true that a "game win" button isn't very interesting. It still seems a bit strange just because of its cost-benefit ratio. It didn't seem like it had target priority for most zombies when I was trying to use it, though that might've just been the weird positioning I had at the time.

My suggestion for it would be that it would function like the Vanilla USF M3 Halftrack (what I call "clown cars") that you can stick infantry into so they can fire out of it, usually that's paired with a bunch of AT guns to do a little tomfoolery against enemy light tanks, but making it just protect the infantry would also be solid for attempting to push against the Guardian Graves.

I get why the Refueling Station's radius isn't that big, there's some interesting risk-vs-reward with the Generator Station having a negative synergy with Infected Tesla Soldiers but from what i've seen the "risk" to the Refueling Station usually arrives *after* the mainline defenses are destroyed, which imo kinda negates the point of having a risk-vs-reward there. In terms of positioning (other than the blimp model shenanigans) the ideal location for it IS just behind the mainline defenses BUT in a movable position, that way it takes advantage of the Specialist Sniper and Vehicle Repair Troops will still being usable by the highly mobile hovertanks and Rocket Troopers.

I hate it when the Sun works as intended.

In terms of Veterancy, and to elaborate on what I meant in the previous post, the Horde Defense Mod does let every OKW unit progress to Vet 5+, the same privilege is not extended to the "AI Factions", which can only progress to Vet 3. However, for Vet 6+ (which ofc doesn't exist in the base game) to my knowledge what happens is it's automated using passive buffs that get applied to units based on total experience gained. Levels beyond Vet 3 don't really need to carry anything more than flat combat modifiers, so categorizing units and giving them buffs like "Increased Repair Speed" for Engineers, or just flat "Increased Accuracy/Damage/Speed/Cover Bonuses/ect" for basically any other unit. It doesn't really need to be complicated because those buffs will be hard to see anyways, the base concept of "long-lived infantry are GOOD" would still exist.

The privilege also doesn't need to extend to every unit equally, for some units it might function as a sort-of Easter Egg, while for others it's just a logical extension of them being generalized infantry that can get progressed into more specific/special roles. I definitely get what you mean about sheer content size though, every faction is present here instead of just the 2 super customized ones that HDM has.

Also, Technicians for USF don't have any Vet levels, which is kinda strange but might be intentional.


The reason why I think making Wire/Barricades faster to build would be a good idea is because of scale and timing, defending the start of the game is fairly easy as long as you manage your sightlines and spam paratroopers, but the midgame (10+ minutes) is a bit mmm. Most COH2 maps that aren't deliberately choke-pointed with bridges and whatnot are pretty open, making it hard to set up a proper defense unless you follow the strategy of extremely aggressive pushing (like an earlier comment suggested doing, what with just surrounding the enemy base with Bofors).

That's why my thinking is sort-of to reduce the pop cost of some defenses, because those defenses already take up the pop of Infantry or Medium tanks which reduces the number of units you can deploy in mobile roles. Those defenses also take up a fair amount of actual space which prevents vehicle navigation and infantry positioning. Basically, I know you said you can't really balance around individual maps, but people who play on choke-point maps are already trying to stack the deck in their favor so they can play around defending specifically those choke points, while the majority of playable maps don't fall under that category. I think that properly summarizes my slightly counter intuitive principal for why shorter build time = better.
Last edited by Aithaed; 6 Dec, 2022 @ 6:27pm
Sie_Sayoka  [developer] 6 Dec, 2022 @ 11:43pm 
Unfortunately it's not possible to have infantry shoot out of the Landkreuzer. This is a limitation of how garrisons work. In fact, most of the turrets are tanks that are garrisoned so they do not respond to attack commands. I'll continue to tweak the stats and costs.

I'll see what can be done with veterancy. None of the experiemental or last stand units have veterancy but I may add it later.

I think this comes down to a difference of playstyles. The intention of the mod would be to kill the zombie HQ which means having as little defenses as possible to free up popcap for the army. However, I see many people wanting to just defend which is also fine but for balancing it will have to come after the annihilation objective. There's a few things I'm planning which will help in this regard in the future.

The AEF Pack Howitzers are currently available but locked behind the Mechanized Company Command Post upgrade which costs 20 fuel.

Thanks again for the feedback.
Last edited by Sie_Sayoka; 7 Dec, 2022 @ 12:38am
DeltaTwoZero 11 Aug, 2023 @ 5:03pm 
P-2000 Landkreuzer crashes the game for me every time I or my buddy build it. Same for solo games.
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