Author Topic: Company of Heroes  (Read 12033 times)

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Offline Koops

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Re: Company of Heroes
« Reply #30 on: September 09, 2009, 07:58:27 PM »
that last map was abnormal because I had a croc very early. Those rip through infantry like butter



while im youtubin ... have a hitler video with coh post patch whine dialog.

« Last Edit: September 09, 2009, 08:11:53 PM by Koops »

Offline redHaze

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Re: Company of Heroes
« Reply #31 on: September 11, 2009, 11:06:32 AM »
another epic battle last night :awe  :awe

Still can't beleive how close I came to losing. I lost nearly all my buildings including HQ. Koops send me the bill for your troops that bailed me out  :cheers

I still find I'm always sailing too close to the wire with resources. I'll try the retreat and reinforce tactic next time and see how much difference that makes.

I did a lot of capping early in the game right up my side of the map. In hindsight I should have put defences on the front line once satisfied we had captured enough resources.  I couldn't beleive how good they were at getting behind us....


Offline Koops

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Re: Company of Heroes
« Reply #32 on: September 11, 2009, 12:00:56 PM »
the manpower savings you get from retreating mount up (as a bonus also you get to retain veterancy - you can actually see the number of kills a unit has by clicking on them See the red text at the bottom in the middle. Thats number of kills. The numbers on the right in white are the level of how good they are at killing each of those things. ie. That tank unit is a level 9 man killer and a level 6 building killer).

Veterency is the best thing to get on troops. Makes them harder to kill. Makes them more efficient @ killing.
Sniper vet enables them faster firing also.

example comparison: retreated squad down to single lucky 1 man. Fully re-enforced to 6 man squad = 27 MP x 5? = 135MP
New squad = 270 MP.
Saving of 135MP.

Ramp that up over the length of a game in which you have 20 rifle squads. Thats like an extra 6-7 sherman tanks without trying! (135 x 20 / 420 = ~ 6.4)


Also, when you start getting large numbers of riflemen they have an upkeep value that drains your man power income so the more you have the less incoming you have. Its part of the balance of the game. Doesn't really have a real large effect till you have ~ 10 or so squads.

http://www.gamereplays.org/companyofheroes/portals.php?show=page&name=american_syard


Level 1 Production

Cost: 150 Manpower, 50 Fuel.
Description: Decrease the upkeep of your troops by 25%.


Cost: 180 Manpower, 80 Fuel.
Description: Decrease the upkeep of your troops by an additional 25%.

http://www.coh-stats.com/factions/american/units/riflemen.html
« Last Edit: September 11, 2009, 01:41:56 PM by Koops »

Offline Adarti

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Re: Company of Heroes
« Reply #33 on: September 11, 2009, 02:18:27 PM »
Against the AIs from what I saw even against hard AIs, it is best to reach a safe zone then go heavy on the defense for the first half of the game. Tec up as much as you can then use a combined force and hit them from one side while maintaining a strong defense on the other side.

The AI's tactics are sending engies around the map along the sides and harassing easy points, this is at the start. If you have a good defense they retreat. Stop this or slow them down and then you have time to save your resources and build up.

This is the tactic I used in Starcraft against hard AIs. When I survived the initial attacks and not losing too much resources I would go on the attack during the second half of the game. It was all about patients.

Against humans will be different. Some will try the rush and bash tactic, but COH seems easy to combat and repel that style of game play.

Offline Koops

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Re: Company of Heroes
« Reply #34 on: September 11, 2009, 02:40:08 PM »
I've been reemed numerous times online by human players  :hotlovin

Basic game is ... engie rush -> wire off/sandbag choke points (small bridges get locked up with sandbags early).
tech to armoured cars ... struggle to tech up to get any AT weapon while they push their advantage. By that time they have tanks and steam roll through. The key thing is preserving units. I've watched replays in which some teams dont more than a couple of team units (rifle man squad etc).

Playing with VP mode is totally different technique to annihilate. Rush out and simultaneously cap a large string of resources while getting the closest vp's. The 1 v 1  small squad vs squad battles highlight how well the cover system has been implemented.

I don't know if I mentioned it but you can download the replays of other people and watch how they play.
http://www.gamereplays.org/companyofheroes/

They also do shoutcasts of matches. You can either have audio playing in the background and load the demo file yourself so you control the camera. Or just watch the videos.

Example :

http://www.gamereplays.org/community/1371_HQ_VIDEO_26_AdmiralWok_Airborne_v_llaBn0nnaC_Defensive-t535112.html


« Last Edit: September 11, 2009, 02:50:24 PM by Koops »

Offline redHaze

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Re: Company of Heroes
« Reply #35 on: September 18, 2009, 06:24:54 PM »
Koops, were you able to find some community maps?

I found some but most were for 2-4 players, we need 6-8 player maps (including AI)


Offline Koops

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Re: Company of Heroes
« Reply #36 on: September 18, 2009, 06:28:28 PM »
red/ads/frank ... how to install custom maps -> http://planetcoh.gamespy.com/View.php?view=GameInfo.Detail&id=19

MAKE SURE ITS IN THE "MP" (Multiplayer) DIR IE. D:\Company of Heroes\WW2\Data\Scenarios\mp (if folder isn't there create it!) If you DONT put it in the MP dir then you can only play against the AI and not human players online!!!!

Lists of  custom maps : http://companyofheroes.filefront.com/files/Company_of_Heroes/Maps/8_Player_Maps/;9259?sort=rating&order_in=desc&limit=100&descriptions_in=0&summary_in=0#files
http://planetcoh.gamespy.com/View.php?view=GameInfo.Detail&id=19


Some good ones

1.This one is a d-day co-op which i've played before and is REALLY good (3 human players only) : http://companyofheroes.filefront.com/file/;83567


2. [edit] didnt work ...

3. http://companyofheroes.filefront.com/file/Bloody_Village;97661



4. http://companyofheroes.filefront.com/file/The_Black_Forest;81287



5. Turtling ne1? (frank would love this) http://companyofheroes.filefront.com/file/The_Big_Defence;94551



6. http://companyofheroes.filefront.com/file/Montallegro_8_player;72942
« Last Edit: September 18, 2009, 06:59:19 PM by Koops »

Offline Frank_Walker

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Re: Company of Heroes
« Reply #37 on: September 18, 2009, 09:23:05 PM »
We're in the middle of the makin's of the master blaster jammin'

Offline redHaze

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Offline Adarti

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Re: Company of Heroes
« Reply #39 on: September 19, 2009, 01:54:41 AM »
WAKE ISLAND  :carrot

2v2, but would be interesting for a match.

http://companyofheroes.filefront.com/file/Wake_Island;75458



Offline Adarti

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Re: Company of Heroes
« Reply #40 on: September 19, 2009, 01:59:53 AM »
Operation:market garden

Another BF42 map. 2v2 map.


http://companyofheroes.filefront.com/file/Operation_Market_Garden;75060


Offline Koops

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Re: Company of Heroes
« Reply #41 on: September 19, 2009, 11:17:16 AM »
I've played wake island. And it was surprisingly sucky :|

Long elongated bits of land. MG + AT gun creep ftw.

Market garden looks awesome.

Things i'd like to try with you guys.

What i would like is for someone to learn the wehrmach/panzer elite tree. I've played americans way too much (roflspam) and british need massive support to get embeded (eh frank .. move that 1/2 dozen tanks to the front will ya). Perhaps I could help someone learn it against some lesser AI?

I notice that some people aren't using their rally points from their buildings. Its the little flag bottom right of the building build menu. This flag will be the point at which a newly created unit will automatically move to after creation. I normally pick a nice green cover position. This way I can keep pressing the F keys and building something while at the front and not have to worry about going back to base and moving them forward. They will also survive for a time if they come under fire at that location.

Also some Victory point based maps. VP's are how regular matches are played. They set a time limit of approx 1 hour and also cut down on turtling because if you DONT move forward you lose.
« Last Edit: September 19, 2009, 11:19:12 AM by Koops »

Offline Some_Thing

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Re: Company of Heroes
« Reply #42 on: September 19, 2009, 12:41:39 PM »
Ok ive got the game now  :wub :smile

Offline redHaze

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Re: Company of Heroes
« Reply #43 on: September 19, 2009, 02:52:50 PM »
I've set a rally point by accident and wondered why everything I created kept running off into the distance  :shiner

Also I've noticed that the population cap is across all players at the same time. Had units produced but not released because of pop-cap, watched franky capture that island at the top of the map and as soon as he did the pop cap was released and my units were completed. I'm not sure if the pop cap is divided evenly ie population divided by the number of players OR population is open to whoever can build the most first.


Offline Koops

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Re: Company of Heroes
« Reply #44 on: September 19, 2009, 03:10:32 PM »
ok this is how resources works (fuel/popcap/ammo)

Frank fuel 0
red fuel 0
koops fuel 0
ads fuel 0

+16 fuel captured by frank (the +xx refers to amount per min of that resource). From this you can calculate how far away from tanks you are. ie. requires 90 fuel for tank depot so that 5.5 mins with only 16 fuel.

1 min later

Frank fuel 16
red fuel 16
koops fuel 16
ads fuel 16

another minute later
Frank decides to add flamethrowers to his engies to deal with some particular unit(cant remember exact cost lets say 16)

Frank fuel 16
red fuel 32
koops fuel 32
ads fuel 32

Resources are EARNED as a group and spent as an individual. If it wasn't then you'd be saving for something specific. ie. tank depot. Yet someone could keep spamming flaming engineers and you'd never get to tanks.

The same applies for popcap. The total is EARNED by the team and spent by the individual. If your at popcap limit and a unit *almost* finished it meant that you re-enforced somewhere that stole the population that unit required to be allowed onto the field. When either more territory was captured or more of your men died meant that your current population was less than total pop allowing the unit to finish production.

If you want to understand this better re-watch one of our games (if you saved it). From memory you should be able to choose whose perspective you watch from thus can see what their stats were at the time.

Make sense?

oh .. handy link for costs here -> http://www.coh-stats.com/
« Last Edit: September 19, 2009, 03:16:25 PM by Koops »