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Papy_Brossard

Le greyhound vous en pensez quoi ?

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Jouant beaucoup ricain en ce moment et voulant tester des nouvelles stratégies avec ceux-ci, je me demandais ce que valais le M8 en partie multi.

Etant donné que chaque fois que je le croise il est detruit très rapidement avant même d'avoir pu tuer qui que ce soit ^^

Merci de vos reponses constructives et pleine d'infos

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Le M8 est beaucoup plus utilisé en 1v1 et 2v2 qu'en 3v3 et 4v4 où l'ennemi peut très rapide se retrouver en surnombre pour ce véhicule.

C'est un très bon véhicule pour harceler l'ennemi étant donné sa mobilité mais son blindage faible l’oblige à pas mal de microgestion. Il est surtout connu pour ses tirs meurtrier de mitraille sur les blobs.

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Oui c'est ce que j'ai vu sur les fameuses vidéos où on voit un M8 bousiller des blob d'ostruppen mais depuis son nerf il vaut encore le coup ?

Et jouant enormement le easy eight en parti multi (j'irais preque jusqu'a dire que c'est ma spécialité ^^) est ce que ça vaut vraiment le coup de se priver de ce merveilleux char pour ce commandant ?

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Je ne pourrais point te dire, ça fait longtemps que je n'ai pas joué l'USF.

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Perso j'adore le Greyhound et c'était jouissif de pulvériser des escouades entières à coups de chevrotine... :P

Depuis le dernier patch il rate un peu son coup de temps en temps( il me semble ) et s'il fait mouche il survit un seul soldat par escouade en général... Faut juste pouvoir le finir sur le back... ^^

Reste que c'est toujours un crève-cœur de perdre mon véhicule dés qu'arrivent un puma ou plusieurs panzerschreks... je ne parle même pas des vrais blindés... Pffffft... Faut le couver comme le lait sur le feu pour le faire durer ! :hein:

Si tu es fan de l'easy eight continu de le jouer, tu seras moins frustré ! :nanana:

Voila, voila...

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Sinon je change un peu de sujet vous en pensez quoi du wolverine ? ( dite le moi si je dois faire un autre topic) parce que pour moi c'est le blindé américain qui vaut le plus son coût en carbu

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Ok je voit j'ai le même sentiment quand je perd ma WC 51 trois etoiles :'( 

​La WC51 il faut la récupérer au bout de 7, 8 minutes de jeu. Comme ça tu récupère l'essence.

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En général je la récupère avant la sortie d'un éventuel Puma ou dès que j'aperçois les premiers shreck.

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    • Ce mod fait par Relic et certaines personne de la communauté a pour but de tester le prochain patch du jeu et de leur faire part de vos retours. Le mod va subir pleins de modifications jusqu'à ce qu'il soit considéré par l'équipe comme prêt à être publié comme mise à jour. Download the mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=1976938113 HEAVY TANKS In order to make it more rewarding to kill heavy call-in vehicles, all heavy tanks, heavy tank destroyers and heavy assault guns now have the following: Recharge standardized to 3 minutes Cooldown on ability now starts upon death of the heavy tank *Special thanks to community modder Sneakeye for providing the solution for this implementation. Tiger - All variants CP requirement from 9 to 11 OKW variant requires all tech buildings (experimental change - may not remain) IS-2 CP requirement from 9 to 11 IS-2 Armor from 375 to 340 Requires all tech buildings (experimental change - may not remain) Pershing CP requirement from 9 to 11 Pershing Manpower cost from 600 to 640 (to bring it in line with other heavy tanks) Requires all tech buildings (experimental change - may not remain) KV-2 CP requirement from 9 to 11 Requires all tech buildings (experimental change - may not remain) Now gains +25% rotation rate, and +20% acceleration/deceleration at veterancy 3 in addition to its 160 health increase UKF Infantry Sections Overall sentiment suggests Tommies are too punishing to use, especially in fights where they need to maneuver. These changes are designed to make them less difficult to use in the open and on the move, while keeping their overall power level in a non-oppressive state. Additionally, in order to give the UKF an easier time to circumvent enemy static defenses, the pyrotechnics upgrade has received an off-map smoke barrage ability in order to make the upgrade more attractive, and allow for an early game smoke option for the Brits. Lee Enfield moving accuracy from 0.35 to 0.5 Pyro Smoke Barrage for 25 munitions; same range as the pyrotechnic artillery. Smoke comes from off-map; has a global cooldown (recharge is shared across all squads). Target size from 0.9 to 0.85; target size in cover remains the same at 0.8 Lend Lease Regiment Assault Section upgrade removed. Assault Infantry Section (Assault Section Package) In order to give the UKF more starting build options, as well as giving them an easier early game on urban or close quarters orientated maps, Assault Sections have been reworked as a separate call-in squad: Now an infantry call-in for 280 manpower for 0 CPs Automatically starts as a 5 men squad; not affected by bolster Target size 1 Equipped with 5x Stens stock 2x Thompsons Package now unlocks White Phosphorous Grenade; survivability bonus moved to veterancy Veterancy Veterancy 1: -25% recharge on all grenades, -10% Received Accuracy Veterancy 2: -29% Received Accuracy, -25% Weapon Cooldown Veterancy 3: +40% Weapon Accuracy, -5 munitions to grenade costs. Tank Hunter Infantry Section Now automatically starts as a 5 men squad; not affected by bolster. Assault Officer (Previously Was Airlanding Officer) The Brits lack a dedicated close quarters squad. In order to mitigate this somewhat, we have repurposed the underused air landing officer into an offensive utility option for this period of the game. This should give Brit players the ability to handle close quarters situations without turning them into a close-ranged powerhouse. Now Available at the Platoon Command Post Limited to 1 Gains an additional (5th) soldier at veterancy 2 Received Accuracy bonus at veterancy 2 moved to veterancy 3 Now gains +30% weapon accuracy at veterancy 3 Removed Smoke on Retreat at Veterancy 3 Bodyguards switched to Tommies with Unsilenced Sten Guns, same stats as Commandos Cost from 280 to 320 Heroic Charge now functions similar to Captain’s On Me in terms of functionality; Unit will sprint, gain -20% Received Accuracy and +20% Weapon accuracy during its duration. Lasts 15 seconds. Universal Carrier The following change has been made to make the Wasp more effective in its role of challenging garrisoned MGs. WASP upgrade increases armour from 5.8 to 7 British Medic Squad With recent updates shifting UKF build orders more towards a varied roster of units, the average amount of Infantry Sections with the healing upgrade has decreased, which can now give the UKF a hard time to heal up all their other squads. In order to give the UKF more options to fully heal their squads before sending them back into combat, a Medic Squad has been added to the HQ. Now available from the HQ Costs 180 Manpower Sexton and Valentine Valentine Supercharge barrage no longer shares a cooldown with the regular barrage. Valentine Coordinated Barrage from 35 to 60 HQ Glider The following changes have been made to balance the removal of the air landing officer. Now spawns with 3 medics upon landing Retreat Point immediately available without needing upgrades Medic and Air landing Officer removed from the unit Always spawns a squad of Commandos on deployment Cost from 540 to 450 SOVIET ML-20 Population from 15 to 13 Conscripts Seven man conscripts were performing slightly too efficiently for their cost Reload cover bonus from 7 man removed. Airborne Guards Minor changes to encourage the use of airborne guards, which were slightly underperforming. Manpower cost from 380 to 360 Airborne Guards Strafe from 60 munitions to 45 PPsH-41 upgrade now grants Tactical Assault ability; similar to Paratroopers and Stormtroopers For Mother Russia Standardization change to bring in line with other similar abilities. Sprint now cancels when in combat Soviet HQ Medic radius from 20 to 25 USF Airdropped Combat Group Manpower cost from 350 to 380 Cluster Bomb Added 1 additional second to delay before the plane arrives. USF Grenade Package unlock Manpower cost from 150 to 100 OKW OKW Battlegroup Headquarters Medic search range from 20 to 25 Sturmtiger Grenade ability is now a timed passive. Automatically attacks enemies for 30 seconds Grenade AOE damage from 1/0.35/0.25 to 0.75/0.4/0.25 Grenade AOE distance from 1.25/2.5/3.75 to 0/1.25/3.75 Grenade reload duration from 0 to 4 Jagdtiger Fuel cost from 260 to 245 LE.IG/Mortar Half-Track Incendiary Barrage DOT Incendiary +25% against Commonwealth Emplacement tag removed. Brings DOT damage per tick versus defenses from 4.67 to 3.75 Fallschirmjaeger Panzerfaust removed IR 251 Half-track Due to an unfixable bug that severely affects gameplay, the IR halftrack has been reworked. The searchlight can no longer spot enemies in the fog of war, and instead the unit will now serve as a recon tool that provides a lot of direct vision. Vision now narrows to 120 degree arc when set-up and increases vision to 70 New ability: Detection – Spot nearby units around the half-track on the mini-map for 30 seconds. 15 munitions and 60 seconds recharge. Fuel cost from 5 to 10 OKW LeFH 18 Population from 15 to 13 Ostheer Fragmentation Bombs The following changes are in order to make fragmentation bombs less effective at the edges of the map, where they can wipe team weapons without a chance to react, while keeping their potency intact in more central positions. Delay from 2 to 4 Plane speed from 175 to 275 Ostheer LeFH 18 Population from 15 to 13 Bug Fixes B4 target size from 1 to 20 Fixed an issue where the Panzerfusilier Grenade AOE distance values were not properly set to 1/2/3 KV-8 45mm should now recognize prioritize vehicle commands Recovery Sappers should no longer lose their minesweepers or weapons when reinforcing with multiple slot items. Ostheer Medical Kits should now immediately go on recharge after use Valentine should no longer reveal itself on random occasions when in Recon Mode Le.FH 105mm Howitzers should now have 5 levels of veterancy when recrewed by OKW Sturm Offizer Forced Retreat can no longer be used on retreating units Ostheer Puma no longer shares the same hotkey with the 222 Fixed an issue where the Stuart 37mm had higher aim-times than other vehicles Fixed an issue where the Puma Aimed Shot applied to the Crocodile’s flamethrower rather than the main gun Fixed an issue where the Volksgrenadier cover sight bonus activated at veterancy 5 rather than veterancy 4. Fixed an issue where Assault Guards were 6 population rather than 8 Fixed an issue where Assault Engineers did no receive their -10% received accuracy at veterancy 1. Source : https://community.companyofheroes.com/discussion/comment/287235#Comment_287235 Voir la totalité de article
    • Soucis aussi remonté sur coh2.org : https://www.coh2.org/topic/98086/mission-8-not-working-properly
    • J’ai trouvé un poste sur le forum officiel correspondant au soucis que tu décris. https://community.companyofheroes.com/discussion/246246/mission-8-event-triggering-issue-tiger-tank-wont-show-up Faudrait que tu relances le topic. ^^
    • Salut, C’est surement bug. Est-ce bien le chapitre 8 de la campagne de CoH 2 ? As-tu reporté ce soucis sur le forum officiel ?
    • A chaque fois que je joue au chapitre 8, le moment où le Tigre sort de la maison, ça bugue  parce qu'à la cinématique, le Tigre ne sort pas de la maison. POURQUOI ??
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