Company of Heroes 2

Company of Heroes 2

Imperial Japanese Army [Alpha 0.01]
Nebaka  [developer] Apr 28, 2016 @ 5:12pm
Bugs
Please post your bug reports here
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Showing 1-5 of 5 comments
CharlieKiloEcho May 13, 2016 @ 11:52am 
When losing the japanese heavy mg and subsequent "reaquiring" from enemy it behaves like an american browning m2.
Dreadguard May 14, 2016 @ 12:32pm 
abandoned tanks like the 120mm short if you recrew them they will get a t34/76 picture and discription but will still function the same
1-800-273-8255 May 30, 2016 @ 5:04pm 
Great mod. Lots of bugs, but none of them that gamebreaking.

Firstly, base buildings can be built outside of your base. Doesn't sound like a problem? Well, it is. This means you can reinforce next to them despite being far away from base. They have a huge HP pool so they are hard to kill.

Please remove the flak thing from the base options and instead make it something that is buildable by engineers once the corresponding base building is built. It's really weird to use and just looks dumb right now.

The doctrinal tank has a few issues. First off, the unit icon is oddly low. Secondly, the turret traverse is way to slow for its speed, making its speed a disadvantage instead of an advantage. It's not an OP tank, so I think it should be fine for balance to increase the traverse by a lot. Remove the hull down ability please. It basically just dooms the tank.

The camo and heal abilities seem pretty wonky and inconsistent. I would remove the camo or make it doctrinal. Right now it camoflauges the actual base buildings for some reason (Making the issue that bases can be built so far forward even more of a problem). The heal ability does not always seem to work, so that's something I would check out too.

I like how the noises are cut out for the units, instead of adding unit sounds that don't really fit. I would suggest doing that for recrewed weapons as well.

Probably balanced until you get to top 1,500 players and higher.

Good work and I hope to see more modifications. In the upper 20% of CoH2 mods I've seen IMO

Freind me if you want some more bugs and balance feedback
Last edited by 1-800-273-8255; May 30, 2016 @ 5:07pm
agent0125 Jun 24, 2016 @ 2:38am 
Bugs:

Pretty sure vet 1 is not that that i am pointing out:
http://steamcommunity.com/sharedfiles/filedetails/?id=706574541

Missing rifle:
http://steamcommunity.com/sharedfiles/filedetails/?id=706574515

Stronghold cant be repaired?
http://steamcommunity.com/sharedfiles/filedetails/?id=706574654

Missing model:
http://steamcommunity.com/sharedfiles/filedetails/?id=706574586

Not to mention the range is deceptive:
http://steamcommunity.com/sharedfiles/filedetails/?id=706574608

Invisible crew:
http://steamcommunity.com/sharedfiles/filedetails/?id=706574628

Flak turning into a raktenwerfer when cloaked and can retreat (hilarious as ♥♥♥♥):
http://steamcommunity.com/sharedfiles/filedetails/?id=707793172

Engineers can repair wrecks but gives nothing?:
http://steamcommunity.com/sharedfiles/filedetails/?id=707793153

Last one is a bit puzzling, i was playing on medivial warzone by janne252, apparently engineers can repair broken flak emplacements(which reduces their health) and also some stone parts of the bridge.

FYI, when the last dude is still alive from the flak gun, if you reinforce him, he will produce additional flak guns that are abandoned.
Last edited by agent0125; Jun 24, 2016 @ 2:45am
FriendlyRatel Jul 4, 2016 @ 10:28am 
I ran into the problem with repairing tanks making the tank lose health, and the flak gun being unable to move sometimes.

I never got the chance to see it fire because it was a one-shot and done from an anti-tank rocket, but it really didn't seem to be able to do much.

Some of the actions and the two commanders available didn't really have an explanation, but seemed to work ok so far.
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