Just a minor detail regarding scene 4:32, I once jumped out of 251 with PGrens while cons were about to throw an at nade, the grenade landed directly on the squad while all 4 models were clumped up it ended up wiping my PGrens with a conscript AT nade. So be careful when you are jumping out while an AT Nade is coming your way :D
You clearly put a lot of effort into this video for what is essentially a niche topic - thanks for all you do TR
2 года назад+2
Transport is a great way to make a breakthrough on the line in the game. I like to use them to chase the tanks. Take 2 transport with 2 or 3 upgraded penal battalion with flamethrower can allow you to destroy a position easy!! Transport allow you to play against people who like to build bunker everywhere!
Stunning video as always! Such amazing indepth research skills! Looks like some polishing is in order to fix the prioritazing mechanic towards vehicles depending on their threat level. Also, can you imagine having this content done by the developers themselves? [RELIC ENTERTAINMENT]. The value that would imply showing this kind of data to the community in a transparent and educative way from your official channel? Worth considering for COH3 imo.
That's really silly how AT units can't be controlled in a halftrack and that they will prioritize an AT gun or squad over an armored vehicle they are chasing if they saw the AT gun or squad first. Seems like a massive oversight having 0 control over the squad inside halftracks and might explain why they've always been quite unpopular in CoH history as troop transports.
@@tightropegaming It'd be nice in general if AT units were naturally coded to fire on vehicles over infantry in range unless specifically targeted at infantry too.
I love you cover the part nobody mentions with a lot of effort(maybe too much lol) and a lot of humor, I enjoy and get better at CoH thanks to you. I hope to see your video on CoH3 too.
can you review about team weapon models? i remember an ubersoldaten reketenwerfer could actualy heal when out of combat (myb they patch it up already? but i think different unit models have different combat ability)
Hey tightrope, I was playing a match the other day and have been trying my damndest to recreate something I did with the soviet pm-41 mortar. I don't actually think what mortar you're using matters, but I was managing to get multiple attack resets in a row. Normally, the strat is to just attack ground and then barrage but I managed to get a string of 4 shots together via attack ground, barrage, attack ground, smoke, attack ground or something like that. Was wondering if you could attempt to test it yourself to see if the timing is just super difficult or if it was a one-off thing. I so far have been only able to replicate it once and I really can't tell if that's the order I was issuing the commands but I'm mostly sure.
Always wondered why Brits can't fire from the UC in CoH2, it would make them so much more fun to play, and would be give an option to diversify the build away from the almost mandatory AEC. In CoH1 PIATs in the UC was a great counter to axis light vehicle rushes.
Wow, I was surprised at how interesting some of those lineups at the end were. Can we show this to the programmers or something so they can untangle the spaghetti that determines where those ptrs decide to shoot lol
I had a full 5 stack of Cav Rifles get instagibbed because I jumped them out of a transport while a faust was on its way in. It collided right on the area of the disembarking riflemen. Killed the whole squad and still tore up the truck. That hurt a lot.
The smaller “clown cars” only have 4 shooting positions right? I would assume OST SMG squads would be better due to higher dps per gun. I also saw in another video LMG can fire while inside. Which Airborne guard do you think would be better?
hey, tightrope. Do you know about USF vehicle crew repairing priority? Sometimes they wont repair their own vehicle but other factions or other vehicles?
Excellent in-depth video about the one of my favorite tactics: clown cars. I notice that I have a lot more success with using clown cars as Germans esp against Brit and American players as the panzergren 250 halftrack combo is the quite the wipe squad.
Yeah a rushed 250 can be very effective, it is a shame about the allied snares doing so much more damage to the units inside though. That was something I was trying to get changed in the last balance patch.
@@tightropegaming i really want to thank you for your hardwork. Because this "priority ptrs" in car is hard countered by a raketen next to me HT. Its rly nice to know
hi, just curious if you could do a video of it. today i was playing against wehrmacht and one grenadier dropped its mg so my infantry section picked it up, but what would be bette? bren gun or the mg?
Relic should add a toggled command to anti tank infantry to make its AT weapons only shoot vehicles, similar to the toggled command from AT guns, where only the crew still shoot infantry with their rifles, and Tanks use only their machine guns on infantry, while keeping the main gun ready against vehicles.
The sweeper mine clear trick is insane!
oh yeah? You can even put Brit medic in the transport truck (provided by a certain commander) and have a moving healing base.
damn, what a chonker of a Tutorial - ty for all the hard work
Perhaps the biggest COH2 guide ever about one of the most fringe topics, you know how it is.
the editting on this one was great! lots of interesting stuff covered in this guide 👍
even after nearly 900hours on this game im still learning new tips and tricks! Thanks TP awesome vid as always!
Problem with COH2 is the fact that a lot of VERY important info is hidden on the level of esotheric knowledge.
Just a minor detail regarding scene 4:32, I once jumped out of 251 with PGrens while cons were about to throw an at nade, the grenade landed directly on the squad while all 4 models were clumped up it ended up wiping my PGrens with a conscript AT nade. So be careful when you are jumping out while an AT Nade is coming your way :D
This space program race it's getting out of hand.
Very nice video, I have always been a fan of m3a1 so watching was a joy.
You clearly put a lot of effort into this video for what is essentially a niche topic - thanks for all you do TR
Transport is a great way to make a breakthrough on the line in the game. I like to use them to chase the tanks. Take 2 transport with 2 or 3 upgraded penal battalion with flamethrower can allow you to destroy a position easy!! Transport allow you to play against people who like to build bunker everywhere!
Also it's usually overkill but you CAN stack healing from first-aid kit ability and HT out of combat healing.
Is this true?? omg
I really love this kind of videos, way to go tightrope! excellent content, even for veterans in COH like myself
We are lucky to have you in the comunity tight and the people that help you make this videos
I see MASSIVE amount of work in this video. Great job. Thank you, sir!
That's great work! thanks to your efforts!
Great content.
I have been playing this game since it came out, it’s great to still learn new things on your channel.
4,000 hrs in the game and I did not know the damage modifiers for units inside vehicles. Thanks for your pursuit of knowledge in this great game!
Stunning video as always! Such amazing indepth research skills! Looks like some polishing is in order to fix the prioritazing mechanic towards vehicles depending on their threat level. Also, can you imagine having this content done by the developers themselves? [RELIC ENTERTAINMENT]. The value that would imply showing this kind of data to the community in a transparent and educative way from your official channel? Worth considering for COH3 imo.
That's really silly how AT units can't be controlled in a halftrack and that they will prioritize an AT gun or squad over an armored vehicle they are chasing if they saw the AT gun or squad first. Seems like a massive oversight having 0 control over the squad inside halftracks and might explain why they've always been quite unpopular in CoH history as troop transports.
It would be nice if infantry based AT had prioritize vehicles inside a troop transport. Maybe for COH3.
@@tightropegaming It'd be nice in general if AT units were naturally coded to fire on vehicles over infantry in range unless specifically targeted at infantry too.
I love you cover the part nobody mentions with a lot of effort(maybe too much lol)
and a lot of humor, I enjoy and get better at CoH thanks to you. I hope to see your video on CoH3 too.
Lots of things to learn for even experienced CoH2 players in this guide!
Great one, looking forward to next videos!
A rare sight of a half track driver saying "Fuck this shit, I'm out." at 4:28. (Goes by fast to see it well play at a really REALLY slow play back.)
CoH3 release: excitement
Tightrope tips and tricks videos: MAXIMUM excitement
Damn, this video shows how there's so much I have yet to learn about this game.
can you review about team weapon models? i remember an ubersoldaten reketenwerfer could actualy heal when out of combat (myb they patch it up already? but i think different unit models have different combat ability)
Hey tightrope, I was playing a match the other day and have been trying my damndest to recreate something I did with the soviet pm-41 mortar. I don't actually think what mortar you're using matters, but I was managing to get multiple attack resets in a row. Normally, the strat is to just attack ground and then barrage but I managed to get a string of 4 shots together via attack ground, barrage, attack ground, smoke, attack ground or something like that. Was wondering if you could attempt to test it yourself to see if the timing is just super difficult or if it was a one-off thing. I so far have been only able to replicate it once and I really can't tell if that's the order I was issuing the commands but I'm mostly sure.
You're an absolute legend tightrope!!!
Incredibly meticulous video, well made!
Thank you a lot for you test so much detailed !
Always wondered why Brits can't fire from the UC in CoH2, it would make them so much more fun to play, and would be give an option to diversify the build away from the almost mandatory AEC.
In CoH1 PIATs in the UC was a great counter to axis light vehicle rushes.
It would probably be too strong right at the start of the game. The WC-51 has its MG locked behind munitions but the UC doesn't.
the physics in this game is just so damn funny
Wow, I was surprised at how interesting some of those lineups at the end were. Can we show this to the programmers or something so they can untangle the spaghetti that determines where those ptrs decide to shoot lol
I had a full 5 stack of Cav Rifles get instagibbed because I jumped them out of a transport while a faust was on its way in. It collided right on the area of the disembarking riflemen. Killed the whole squad and still tore up the truck. That hurt a lot.
THIS IS SO NERDY I LOVE IT.
Fuck yes. My favourite build orders include non-upgraded transports. Don't care if they are not the most efficient.
The smaller “clown cars” only have 4 shooting positions right? I would assume OST SMG squads would be better due to higher dps per gun.
I also saw in another video LMG can fire while inside. Which Airborne guard do you think would be better?
Sniper cannot ride on open top ->
Sniper cannot ride on small vehicles and cannot fire at all.
But can ride on opentop like M3, M5
Do transports still get shared veterancy when upgraded with weapons?
Okay, Pgrens will shoot t70 but not ACE with their bazookas when their is infantry in front. Finally after 10 years I got the clue
Wow very interesting
hey, tightrope. Do you know about USF vehicle crew repairing priority? Sometimes they wont repair their own vehicle but other factions or other vehicles?
Ambulance is kinda troop transport as well, innit?
You are a genius!
Hey guys is the manual aim from coh1 tiger campaign will ever be use again? Or is it too unbalanced or something?
hi, what map is being used? :0
Excellent in-depth video about the one of my favorite tactics: clown cars. I notice that I have a lot more success with using clown cars as Germans esp against Brit and American players as the panzergren 250 halftrack combo is the quite the wipe squad.
Yeah a rushed 250 can be very effective, it is a shame about the allied snares doing so much more damage to the units inside though. That was something I was trying to get changed in the last balance patch.
Because of the ping in multiplayer. U will be able to unload 2 squads from the vehicle. With the tab right click tab right click.
Yeah I believe I have done that in the past but I don't know if it works for people with better ping than me so I didn't want to include it.
@@tightropegaming i really want to thank you for your hardwork. Because this "priority ptrs" in car is hard countered by a raketen next to me HT. Its rly nice to know
Gracias por la información y la guía.
So.... How do you even aim with Pg+Schrek in a 250 ?
Do you have to engage it ( Stuart,Aec) "first" With no other squads involved nearby.
For the AEC you have to engage it first, for the Stuart they should switch their target to it instead of shooting infantry.
hi, just curious if you could do a video of it. today i was playing against wehrmacht and one grenadier dropped its mg so my infantry section picked it up, but what would be bette? bren gun or the mg?
Just look up the DPS stats yourself it is very easy, not worth a video
coh2.serealia.ca/
Sniper can get into the m5 (and heal).
can sniper shoot units in vehicle?
Yes in the open tops
Relic should add a toggled command to anti tank infantry to make its AT weapons only shoot vehicles, similar to the toggled command from AT guns, where only the crew still shoot infantry with their rifles, and Tanks use only their machine guns on infantry, while keeping the main gun ready against vehicles.