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    Tuesday, December 24, 2019

    Company of Heroes New player here

    Company of Heroes New player here


    New player here

    Posted: 24 Dec 2019 06:17 PM PST

    I am from other RTS games and my micro is quite decent. I am picking up good fights early on(pretty much just amove). However I don't understand the counters at all. I'm playing 1v1. The longer the game gets the more clueless I become.

    Which vehicles counter which? What are the timings on these things? As far as infantry how do I decide how to get the edge? Do I not worry about getting better infantry(especially the ones that are good at seemingly every range like the paratroopers and falljagers).

    AT guns counter what tanks(lights)? Mortars what do they counter?(they seem pretty bad).

    Is there some big list like counter 3 mgs with 2 mortars? Counter 2 close range infantry and 3 long range infantry camping with x. If there is please link

    Are recon abilities important? How do you balance anti infantry and anti vehicle power if you are behind? How much do you think about your enemy countering you? Munitions spending priorities? How much does vehicle range matter and how do you handle Jagdpanzer and Jackson? How much grouping is too much? Where you keep your eyes most of the time? How do you prioritize the map?(fuel and 2 vps and sit or get cutoff too) How do you know when to change line of attack? How do you practice? When you do make use of every tier or when do you skip one? How you do you logically build a build order?

    Sorry if these are a lot of questions

    submitted by /u/LordVaderTheGrumpy
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    Hotkey Tricks

    Posted: 24 Dec 2019 07:01 PM PST

    Reinforcing. Select your entire army at base and click tab and reinforce(F for me). This will make sure you do not run out of manpower and have no combat ready squads.

    Control Group support weapons. When you control group support weapons you can place them without looking away from the fight. Advance your early game MG42 by pressing it's key(1 for me). This will let me micro my fight while having an MG setup properly. This greatly lessens the threat of grenades.

    USF decrew. Shift and click after popping out until it shows the recrew icon and you will automagically hop back in. It is also worth adding a control group for repairing crews.

    If grabbing weapon rack you can control group units that need to get a second weapon.

    submitted by /u/ReanuKeevesCOH2
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    Trenches

    Posted: 24 Dec 2019 05:25 PM PST

    Are there any good maps with trenches? Or, I know it's a long shot, a WW 1 mod?

    submitted by /u/mistertrevinwhite
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    Conscripts Making a High Effort Play!

    Posted: 24 Dec 2019 02:33 PM PST

    Problem with UKF (and subsequently why noone plays them)

    Posted: 24 Dec 2019 04:36 AM PST

    From the get go you you are gimped, it has always been the case but you could deal with it as squads compenstated for it, and it starts with being unable to barbwire until you tech up. In some maps this can be crucial, now, instead of simply wiring a door so it can't be entered from a certain side or blocking off a shortcut, I have to spend time buildling a sandbag to block it.

    This also means that as Tommies are useless out of cover (Slightly better now but not much)when you build sandbags on points you have no way to deny it to the enemy and so when it comes to attacking that point later with an enemy on it, you have to face an enemy in green cover, Joy!

    So you build an engie squad to barb and snare but my god are they useless in CQC, fine! you may think, they should be an engineer unit, building repairing and have a little bit of fight in them when things get desperate, well tell that to the sturms. That concept works great for OST as they have pgrens to fill their CQC needs but what do brits have?

    2 Options, commandos or Lend lease commander but one of these is a trap... If you go lend lease, for the first 10 minutes of the game it is brilliant, it fills all the holes that UKF need plugging and then you get to the late game. Absolutley no off maps abilities other than crew repair or units, the tank destroyer can barley pen a P4.

    So you go commandos because it has off maps but guess what it doesn't have? Any call in vehicles, so whilst everyone else is stalling for tiger, you have to pray that you can get a few tanks out before and no lose any to all the AT guns the enemy will have as they stall.

    "But go Vanguard!" The cost to get out a single commando squad, just 1 in Vanguard glider is around 900 man power, think about that, for 1 commando squad, it costs 900 man power, the airlanding officer is far too squishy to use in engagements and as he cant cloak he is useless in closing in, he is best just kept back and hoorah charging with you eventually have enough man power for a commando squad.

    Not only this but the glider cant be put into base because someone once heard that their friends twice removed grandma crashed it in base and they couldnt spawn a unit from the tech buildings (I've played litteraly thousands of games with this commander pre patch and never once heard or ever saw this happen so it still baffles me).

    So what's next? Ah yes straffing support, its the biggest loudest nothing that the brits have, it looks and sounds lethal, planes whizzing around hitting with rocket strafes, blasting with their machine guns only to... Miss every single rocket, and just suppress infantry, it is utter trash. Compare it to hold the line and my god, its from one extreem to the other, thats batshit OP. If a squad doesn't move from that strafe its near guaranteed dead.

    "So use Special weapons, its got the croc too!" It's one of the better commanders for UKF but it has no CQC unit, granted the Vickers K shreds units but it costs 55 Fuel and around 500 man power to unlock the ability to use them... So you finally get the croc out but whats this? Every shot is penetrating!? How can this be, its the same price as a Tiger, its a churchill.... What Gives?

    What's that did I just mention Churchill? I will just leave this here: https://www.youtube.com/watch?v=5_4Kv9nLCCI&feature=youtu.be

    Brits rely heavily, far too heavily on commanders to fill holes that the faction is desperatley needing and the issue with this is that in doing this you can gimp youself again because of the current state of play.

    If you boost up your mainline infantry with bolster and weapons, you delay tanks and get get very easily pushed away in the late game as you stall for a cromwell, if you have to get an AEC it becomes even worse as the delay gets longer and you can end up with an AEC and a few AT guns fighting against a 16 minute Tiger if the game snowballed due to a bad side tech choice (went bolster and got rushed by a Luchs etc).

    The easiest, absolute easiest way to fix the brits right now is to make the lendlease commander units/unlocks accessible to the core faction, done. You've solved 90% of UKF's problems:

    +CQC unit +AI Vehicle +Mortar

    Also, fix the Vickers:

    https://www.youtube.com/watch?v=OemHzIwE2kc

    submitted by /u/ItsLatch
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    Nice

    Posted: 24 Dec 2019 03:57 AM PST

    Justice! (Not sure why I'm shown as yellow)

    Posted: 23 Dec 2019 11:53 PM PST

    is the ardeness assault still broken ?

    Posted: 23 Dec 2019 11:07 PM PST

    Hello,i have completed the soviet campaing and would like to have the ardeness assault campaing,many posts that ive seen were talking how broke it is,did they ever fix that or is it still broken as hell ?

    submitted by /u/Brasil_Empire
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    So i just came back after 2 monts without playing...

    Posted: 24 Dec 2019 07:33 AM PST

    And the current 3v3/4v4 meta for allies is just to blob inf until calliopes/heavies arrive?

    They literally mow anything out when they reach critical mass

    INB4: use mgs/mortars/Leigs.

    Riflemen don't care about that shit.

    submitted by /u/DOOM_INTENSIFIES
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