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does /k/ play Company of Heroes or other rts games? Do you guys

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does /k/ play Company of Heroes or other rts games? Do you guys know any vidya that are realistic?
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>>34085107
Rising Storm 2 is about to drop in a few days.
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>>34085142
>playing ue3 games in 2017
lmao
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>>34085142
yea I know, I just want buddies to play CoH with and I don't have a mic unfortunately.

On another note is there any official /k/ approved vidya list?
>>
Company of Heroes has a few realism focused mods.

I know that 2's Kriegspiel Realism Overhaul mod makes it so realistic that all the units have range longer that HALF THE FUCKING MAPS.

Which, of course, leads to units on either side getting instantly fucking annihilated the second they step onto the map because the enemy's got an AT gun or a machinegun positioned juust right.
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>>34086245
this sounds hilarious, have any links or can I find it on steam?
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>>34086292
Just type in 'Kriegspiel' in CoH2's Workshop.

I mean, i'm all for realism mods but that's fucking ridiculous.
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>>34086366
thanks anon, does it also buff anything?
>>
company of heroes seems as realistiic as command and conquer
i dunno of any realistiic isometric combat game.
not a proper genre for simulation.
swat 2 was okay and some turn based sims like silent storm though
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>>34086405

The Page goes into a lot more detail, but it apparently changes a whole lot of shit with the small arms.

SMALL ARMS: Rates of fire redone. In the original game, 'burst' weapon rate of fire is relative to distance from the target. That is incomprehensibly dumb. As bad as Nazis and Commies are, their proximity to you does not manipulate the cycling action of your weapon. Silly Relic. I made all weapons use their real rate of fire. You can now cut your enemies to pieces with the 1200 RPM MG-42 , which, for you math whizzes out there, is 20 rounds/second.
- Burst rates overhauled. Machine gunners will hold bursts longer, up to 5 seconds in close-quarter environments. Consequently they need to reload more frequently.
- Projectile speed changed. All projectiles now go their full speed. Each projectile has it's own appropriate velocity.
- Ballistic weapon accuracy and damage has also been reworked, relative to the type of weapon, projectile, range, and the skill of the unit. Close quarters combat is quick and vicious while long range skirmishes may ensue for a considerable amount of time. Moving units no longer engage like a rabble of CoD kiddies and must be stationary to be effective. Those little 3% unit accuracy perks may very well win the battle, but ultimately, takes strategy to win the war.
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>>34086488
(Cont.)

- All weapons have the potential to suppress, not just machine guns. It largely comes down to rate of fire, so stack multiple rifle squads against an enemy unit to suppress.
- Scatter altered. Bullets now travel along a more linear path and fall much further from the target if they miss. Bullets no longer are shot in the air at ridiculous angles never to return to earth. This causes units set behind another unit engaged in a firefight to be susceptible to fire from that engagement. The bullet scatter system Relic originally had was convenient for its arcade ranges but created wide arcs with short 'beaten zones' at long ranges. This is another small aesthetic change which can seen by an astute observer.
- Tracers. Only MG's now have tracers.

But yeah, fucking amazing.
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>>34086446
Men of war is very realistic
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>>34086500
>>34086488
sounds nice, ill go give it a shot
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>>34085107
There is only one true godtier RTS game
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File: What more can go wrong.png (1MB, 1001x756px) Image search: [Google]
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>>34086541
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>>34086566
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>>34085163
doesnt mean it's not good. Plus it means my friends with lower end systems can play with me.
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>>34086566
>helo rush
You're a shitter
Thread posts: 18
Thread images: 4


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