LoL2 - Lobby of Lags 2 (Company of Heros 2)

      LoL2 - Lobby of Lags 2 (Company of Heros 2)

      YEHA!!!!

      Es gab ein Update in Coh2 und es lagt nach einem(?) Jahr nach release nicht mehr und jetzt neu: man kann sogar ein Spiel starten !!!!!!!


      Zusammenfassung des Updates: Es gibt nun Server :)

      ​With today’s Aftermath Update to Company of Heroes 2 we are introducing the Battle Servers to the game. The introduction of this new server system will be an important step forward in improving the responsiveness and stability of the game connection for most players. Previously in Company of Heroes 2 when playing online against another player your computer was connected directly to the computer of your opponent. In larger team games that meant that all 4,6 or 8 players were directly connected. The result of this was that if one player’s computer was lagging, all players would experience this. One player’s bad connection could ruin the experience for everyone else in the game. With the new system players will be connected directly to a Battle Server, which will relay game information between players. If one player has a poor connection, only their game will be affected.This is the first step in an ongoing process. Please use our official forums to let us know how the Battle Servers are working for you, so that we can identify and address any issues that players may have. Thank you for your continued support of Company of Heroes 2 as we continue to work to improve your play experience. - Jeffery Simpson, Relic Community Manager

      Quelle: steamcommunity.com/games/23143…etail/1802867319557990011

      Updates for February 18th, 2014UpdatesImplementation of the Battle Servers
      Improvements to the Surrender User Interface
      MP Map selection improvements
      Various Bug Fixes
      MapsAdded community member OnkelSam's “Crossing in the Woods” 2 - 4 player map
      AI UpdatesAI will no longer detects or attacks mines.
      AI will no longer use artillery against targets in the fog of war it has never seen before.
      Skirmish AI will now garrison buildings more often.
      Skirmish AI will repair bridges and destroyed HQs if it has an engineer nearby.
      Skirmish AI interrupts the ambient tactic behaviours much less.
      AI will cause team weapons to tear down less often.
      Increased retreat and avoidance delays for all AI difficulties.
      BalanceCommand Point PacingWe wanted to improve the early game ebb and flow by slowing down unit progression. This reduction in progression better highlights the intricate tactics at each stage of the game. GermanMortar half-track from 1 CP to 2 CP
      Jaeger Infantry Package from 2 CP to 3 CP
      Ambush Camouflage from 2 CP to 1 CP
      Panzer IV Command Tank from 7 CP to 8 CP
      PAK 43 from 7 CP to 8 CP
      LeFH 105mm Howitzer from 7 CP to 8 CP
      Tiger from 9 CP to 10 CP
      Stun Grenade CP cost from 2 to 1
      SovietM-42 AT Gun from 1 CP to 2 CP
      Dshk HMG from 1 CP to 2 CP
      120mm Mortar from 1 CP to 2 CP
      Shock Troops from 1 CP to 2 CP
      Guard Troops from 1 CP to 2 CP
      Conscript Assault Package from 2 CP to 3 CP
      T34-85 from 7 CP to 9 CP
      B4 203mm Howitzer from 7 CP to 8 CP
      ML-20 Howitzer from 7 CP to 8 CP
      IS-2 from 9 CP to 10 CP
      Incendiary Artillery from 6 CP to 7 CP
      KV-1 from 7 CP to 8 CP
      Partisan Tank Hunters from 1 CP to 2 CP
      Units and AbilitiesBetter align unit performance with its effectiveness in game. A few notable changes include: reduced lethality on the IL-2, it still has the capacity to wipe out a squad but should be a bit more forgiving now. Combat engineers saw a price decrease to better reflect their in-game value. S-mine fields had a few adjustments to increase their viability as well. PAK 43No longer requires Battle Phase 2 to be constructed
      Conscript Assault PackageCost from 10 MU to 30 MU
      Conscripts now get 3 PPSH sub machine guns
      Precision StrikePrecision strike now deals the same amount of damage as the main barrage weapon
      Added angle and distance scatter to B4 Precision Strike to bring it in line with similar abilities
      IL-2 Sturmovik AttackDamage from 20 to 8
      Target lead in distance from 16 to 12
      Target lead out distance from 8 to 10
      Cost from 240 MU to 180 MU
      S-Mine FieldCost from 80 MU to 60 MU
      Build time from 40s to 10s
      Mine spacing from 13 to 7
      Mine field can now be rotated to better enable placement
      M5 Anti-air PackageCost from 90 MU to 120 MU
      Damage from 4.8 to 8
      Panzer TacticianCost from 40 MU to 30 MU
      222 Armored Car20mm cannon damage from 25 to 20
      Upgrade cost from 70 MU to 55 MU
      Target Weak PointTarget weak point now multiplies penetration by 2 rather than setting it to a static value of 1000
      Brummbar target weak point cost from 30 MU to 40 MU
      Combat EngineerCost from 240 MP to 210 MP
      Blitzkrieg TacticsCost from 30 MU to 40 MU
      CommandersTiger Ace and Soviet Industry were not consistent in terms of value relative to other commander abilities within the game. They were adjusted to better bring them in line while maintaining their unique flair and additional tactical and strategic value to the game. The Tiger Ace has had its extreme damage and health values removed to bring it in line with other units. It now contains the veterancy modifiers granted to a vet 3 Tiger I, maintaining its threat on the field. Soviet Industry has been moved to 3 CP. This reduces the impact of the commander to the early game preventing extremely early vehicle rushes. The increased CP pacing on this ability also makes the commander less punishing, as early manpower attrition is significantly less debilitating to the commander. Elite TroopsTiger Ace cost from 0 MP to 800 MP
      Tiger Ace command point cost from 16 to 14
      Tiger Ace no longer reduces all resources to 0. It now reduces MP by 25% and fuel by 90% until the Tiger Ace is destroyed
      Tiger Ace previous veterancy modifiers replaced with Tiger veterancy modifiers; this removes the double health and damage in exchange for faster rate of fire, improved accuracy, and improved mobility. Tiger Ace retains its increased sight range and lethal coaxial/hull machine guns
      Tiger Ace base acceleration/deceleration from 1.4/3 to 1.8/3.9
      Tiger Ace base max speed from 3 to 3.9
      Tiger Ace has gained the Target Weak Point ability to chew through enemy armor, drastically increasing its weapon penetration and stunning enemy crews
      Model 24 Stun Grenade cost from 15 MU to 20 MU
      Troop training recharge time from 2s to 30s
      Troop training cost from 55 MP and 20 FU to 80 MP and 25 FU
      Soviet IndustrySoviet Industry CP cost from 0 to 3
      Garrison CoverUnits in garrisons were too vulnerable to small arms fire, reducing the desirability of garrisons. We want to better align the initial goal of softening garrison cover without removing its tactical value.Small arms damage modifier vs. garrison cover from 0.65 to 0.55
      Small arms accuracy modifier vs. garrison cover from 0.65 to 0.55

      Quelle: community.companyofheroes.com/…/67-coh-2-changelog/page2
      Es wurde ein Spiel für Sie gefunden, aber papierkorp hat es nicht angenommen.
      A match was found for you, but |GTF|Ro@dy failed to accept it.