Mines are great. At the very least you get an auditory cue when something's coming up and at best you'll destroy tracks and obliterate infantry.
They cost a bit so only use them at choke points, like the middle of a road or a gate. My munitions tend to go toward flamethrowers, halftrack quad 50s, AP shells, and Sherman gunners.
I prefer having an MG nest with a squad or two of Riflemen at my choke points. If I'm Infantry, I'll throw in a squad of Rangers, if I'm Airborne, I'll throw in an Airborne squad.
Mines are fantastic, because they immediately suppress/pin infantry, if they don't murder the whole squad. They do significant damage to vehicles, and often engine damage. Light vehicles are usually crippled and left with a sliver of health after hitting a mine.
If you're laying mines with troops, never lay a chain of mines - they'll chain the explosion and you'll probably waste a bunch. Lay them singly and put them far enough that he'll think he's safe. Put them on well-travelled entrances, besides VPs and high fuel points, on the routes that call-in units from doctrine abilities use, and at the exit points on buildings for units he produces (if you can get a greyhound in his base).
Greyhound mines cost 50 ammo instead of just 25, but it's an instant placement and I've devastated infantry offensives with them many times. Of course, the Greyhound will often be unable to escape the blast of the mine itself, and sometimes it's crippled by the damage, but it's usually hilariously worth it.
It's also REALLY fun to put mines in the path of retreating units with your Greyhound, because they can't avoid tripping them.
So the 1.7 DX10 patch for CoH is in QA now and shouldn't be long released. I wonder if it'll really give the already impressive graphics a significant boost.
Many many times I've mined the entrances to production buildings. It's excellent to see a Stug lose 1/3 of it's life and a blown engine as soon as it's made.
Got through another game, actually killed the tigers this time. On normal difficulty, too! I... guess that isn't so impressive, but it felt good watching those tanks asplode.
Random further additions: am I right in guessing that games lasting for more than 500 victory points lean towards Axis? Given that their power is all in the late game, what with paying for veterans rather than earning them, and their super vehicles.
Random further additions: am I right in guessing that games lasting for more than 500 victory points lean towards Axis? Given that their power is all in the late game, what with paying for veterans rather than earning them, and their super vehicles.
No. Later games tend to focus more on the company/doctrines of the players, which ALL have their end-game awesomeness.
For example, to counter that Axis 3rd-rank Tiger, the Airborne has the ability to get some extra fuel to build upgraded Shermans and drop an AT gun wherever the hell they want and load AP shells. I don't care if it's a Tiger... it won't last long against AP shells to the rear. Armor company can build Pershings/Calliopes to counter the Tigers and use the awesome "Allied War Machine".
I believe that Allies are just as good as Axis late game, but you need to know what to do rather than see a Tiger and cry like a baby. They're good, but they're not invincible.
Been a while since I played but I am always game to play (name is on roster, endo also add my rl friend enzo) you guys play through hamachi only or online? If hamachi, what server nowaday?
I apologize. Fuck you, THQ, for not posting anything on your forums about an update or mentionining the update at the top of the page. Tiny font at the bottom of a list is pretty stupid.
I had trouble beating an easy computer because I just got the game but it seems the best way to start is to capture surrounding areas with engineers and build a barracks later instead of DoW where that is always the first thing you do.
One thing that helps early game is shift-clicking orders. You can tell one engineer team to build a barracks, thengo to the tactical map and shift-click all the points you want them to capture. Same with any other, of course.
I usually build an engineer, a barracks, and then send them out to capture any High points, or any important Medium ones. If I'm axis, any fuel at all so I can tech more easily. Victory points are all well and good, but I'd rather have 2 +10 fuels than 2 victory points, I can always take those back with my higher-tier units later.
It has, to the best of my knowledge, the exact stats for each and every unit, building, and ability. Want to know whether getting vet 2 is really worth it, or exactly how long it would take Rangers to kill a Panther?* This site is for you.
The GameReplay site dedicated to Company of Heroes. The best part about the site is that it provides you with pro replays to figure out why other people kick your ass so often. The other best part is that it has a really neat "Tip of the Week" feature, which essentially compiles a hundred or so things that the game manual and tutorial never mentioned, up to and including detailed directions on shift clicking multiple spread out mine locations.
Someone, eventually, really needs to make a multiplayer tutorial, something that guides you through all of the little things. Oh: and an Axis tutorial.
*The answer is "never fukin rangers fucking need a goddamn bufff god infantry sux!"
edit: Goliaths are excellent Anti-Air, but that's useless unless you're playing against an Airborne commander. Really, I don't even know why they're IN Company of Heroes.
edit: Goliaths are excellent Anti-Air, but that's useless unless you're playing against an Airborne commander. Really, I don't even know why they're IN Company of Heroes.
I had trouble beating an easy computer because I just got the game but it seems the best way to start is to capture surrounding areas with engineers and build a barracks later instead of DoW where that is always the first thing you do.
Here is my mostly successful order:
1. Engie builds barracks, start building another engie at the HQ
2. Queue capture orders with the first engie in one direction, and queue cap orders for the other one when he comes out, in the other direction
3. He should come out at about the time the barracks is complete. Wait until you have 270 and build a Rifle squad, and send it to cap middle while your engies run around capping left/right.
If engies meet anything beyond a single pioneer squad, retreat unless you have backup right there. Always retreat one engie squad at some point for building purposes, and try to OP a fuel point as soon as possible for teching up. When you have 50 muns you should upgrade one of your engie squads to flamethrowers and destroy OPs/back up rifles. Make Rifle squads as fast as possible until you can tech up to Supply Depot, and then it all depends on what you're facing.
edit: Goliaths are excellent Anti-Air, but that's useless unless you're playing against an Airborne commander. Really, I don't even know why they're IN Company of Heroes.
Anti-air? Goliaths? XD
Edit: Oh, a Star Craft crack.
The Goliath tracked mine.
That you build at bunkers as Axis. Costs 125 munitions or some such.
edit: Goliaths are excellent Anti-Air, but that's useless unless you're playing against an Airborne commander. Really, I don't even know why they're IN Company of Heroes.
Anti-air? Goliaths? XD
Edit: Oh, a Star Craft crack.
The Goliath tracked mine.
That you build at bunkers as Axis. Costs 125 munitions or some such.
Has a very large boom.
They're useful if you can talk to your team-mate and coordinate attacks. Nothing gets more drops than a few well-placed goliaths during a big firefight. Also they can take down certain buildings (which helps when you've got machine-gunners and such garissoned in them, but really for the amount it costs, there are better options.
edit: Goliaths are excellent Anti-Air, but that's useless unless you're playing against an Airborne commander. Really, I don't even know why they're IN Company of Heroes.
Anti-air? Goliaths? XD
Edit: Oh, a Star Craft crack.
The Goliath tracked mine.
That you build at bunkers as Axis. Costs 125 munitions or some such.
Has a very large boom.
They're useful if you can talk to your team-mate and coordinate attacks. Nothing gets more drops than a few well-placed goliaths during a big firefight. Also they can take down certain buildings (which helps when you've got machine-gunners and such garissoned in them, but really for the amount it costs, there are better options.
I have to admit, I've never really bothered with Goliaths. In 1v1, that's enough of your income that you probably want to spend it on upgrades. I can almost see cleverly hiding them near bridges and such. Hell, depending on micro, I guess you could be a real bastard and hide a couple behind the enemy HQ and do a forced retreat... But yeah, they blow up bridges, they blow up tank traps and minefields. That's the only use I can see for them, and there aren't many situations where you must blow up either.
Goliaths are useful in taking out a garrisoned squad in a building with a blind spot (no windows on one side). Move the goliath toward the blind spot and it doesn't take enemy fire, then... boom. It's like a remote-controlled artillery round that can be shot down.
So what are some of the new DX10 features? I have a DX10 card but don't own Vista.
DX10 Features
- Edges of particles are softened where intersecting 3D objects.
- Thousands of additional litter objects in the world.
- Improved user control over anti aliasing settings.
- Alpha to coverage anti aliasing to improve quality of alpha test objects such as shrubs.
- Lighting quality has improved by moving all calculations per pixel.
- More precise point light calculations.
- Point lights can now cast shadows.
- 3D short grass on the terrain.
- Vertical refresh synchronization is enabled by default to improve visual quality by preventing tearing of the display image, use -novsync to disable.
Oh, jeez. I missed this, nope! It's the waypoint system, pretty much. Actually, you have to be careful on the tactical map to right-click exactly on the given point, or you'll just take a walking tour. But yeah, shift click allows you to waypoint pretty much any order. It's a great way to keep engineers busy in the background while you focus on a firefight.
Also, seriously, everyone read the GameReplays tips. They're little things, but so nice to know. Hell, I found out about blindspots from that list, before I just thought some squads hated buildings or something.
Shift click? I wish the tutorial would go over with you shit like this.
I think the tutorial and the manual does, in fact, go over the command queuing (shift-clicking). If it isn't... well, that's just wrong. However, maybe they thought that the feature has been so ubiquitous in RTS games since Starcraft that they just forgot about it.
Posts
They cost a bit so only use them at choke points, like the middle of a road or a gate. My munitions tend to go toward flamethrowers, halftrack quad 50s, AP shells, and Sherman gunners.
Let 'em eat fucking pineapples!
If I'm Armor, I don't use perimiter defences.
If you're laying mines with troops, never lay a chain of mines - they'll chain the explosion and you'll probably waste a bunch. Lay them singly and put them far enough that he'll think he's safe. Put them on well-travelled entrances, besides VPs and high fuel points, on the routes that call-in units from doctrine abilities use, and at the exit points on buildings for units he produces (if you can get a greyhound in his base).
Greyhound mines cost 50 ammo instead of just 25, but it's an instant placement and I've devastated infantry offensives with them many times. Of course, the Greyhound will often be unable to escape the blast of the mine itself, and sometimes it's crippled by the damage, but it's usually hilariously worth it.
It's also REALLY fun to put mines in the path of retreating units with your Greyhound, because they can't avoid tripping them.
That's just evil. :P
Can you rush an M8 into the axis base, lay some mines right in front of the HQ, and make an escape? Because that would be kind of awesome.
Let 'em eat fucking pineapples!
I did see an excellent similar tactic.
Load up a halftrack full of engineers with flamethrowers. Load up another halftrack with a quad gun.
Rush the enemy base. Unload engineers. Commence setting charges on your opponent's buildings.
Ta da.
SniperGuyGaming on PSN / SniperGuy710 on Xbone Live
Im in ur base layin my minezz
Also, more game on and less page slippage.
You most definitely can. Mining the HQ or mining production buildings is hilarious, and makes people very angry.
how i mine for mines??
Let 'em eat fucking pineapples!
Random further additions: am I right in guessing that games lasting for more than 500 victory points lean towards Axis? Given that their power is all in the late game, what with paying for veterans rather than earning them, and their super vehicles.
No, but someone should really make one.
No. Later games tend to focus more on the company/doctrines of the players, which ALL have their end-game awesomeness.
For example, to counter that Axis 3rd-rank Tiger, the Airborne has the ability to get some extra fuel to build upgraded Shermans and drop an AT gun wherever the hell they want and load AP shells. I don't care if it's a Tiger... it won't last long against AP shells to the rear. Armor company can build Pershings/Calliopes to counter the Tigers and use the awesome "Allied War Machine".
I believe that Allies are just as good as Axis late game, but you need to know what to do rather than see a Tiger and cry like a baby. They're good, but they're not invincible.
Let 'em eat fucking pineapples!
SniperGuyGaming on PSN / SniperGuy710 on Xbone Live
We worked OT since Monday to get this out... making CoH the first DX10 game! Ever!
Looks like I'm gonna have to jump...!
GAME ON PEOPLE.
Let 'em eat fucking pineapples!
But goddamn if it isn't fun as hell.
I'm gonna have to play though the rest of the campaign, see if that'll teach me how to be better at it.
Let 'em eat fucking pineapples!
Sorry, mang. there you go.
Let 'em eat fucking pineapples!
SniperGuyGaming on PSN / SniperGuy710 on Xbone Live
I usually build an engineer, a barracks, and then send them out to capture any High points, or any important Medium ones. If I'm axis, any fuel at all so I can tech more easily. Victory points are all well and good, but I'd rather have 2 +10 fuels than 2 victory points, I can always take those back with my higher-tier units later.
I don't know if they've been linked, actually, but there are 2 really useful information sites
The first is www.linearcurve.net
It has, to the best of my knowledge, the exact stats for each and every unit, building, and ability. Want to know whether getting vet 2 is really worth it, or exactly how long it would take Rangers to kill a Panther?* This site is for you.
The other is http://www.gamereplays.org/coh/portal.htm
The GameReplay site dedicated to Company of Heroes. The best part about the site is that it provides you with pro replays to figure out why other people kick your ass so often. The other best part is that it has a really neat "Tip of the Week" feature, which essentially compiles a hundred or so things that the game manual and tutorial never mentioned, up to and including detailed directions on shift clicking multiple spread out mine locations.
Someone, eventually, really needs to make a multiplayer tutorial, something that guides you through all of the little things. Oh: and an Axis tutorial.
*The answer is "never fukin rangers fucking need a goddamn bufff god infantry sux!"
edit: Goliaths are excellent Anti-Air, but that's useless unless you're playing against an Airborne commander. Really, I don't even know why they're IN Company of Heroes.
Edit: Oh, a Star Craft crack.
Here is my mostly successful order:
1. Engie builds barracks, start building another engie at the HQ
2. Queue capture orders with the first engie in one direction, and queue cap orders for the other one when he comes out, in the other direction
3. He should come out at about the time the barracks is complete. Wait until you have 270 and build a Rifle squad, and send it to cap middle while your engies run around capping left/right.
If engies meet anything beyond a single pioneer squad, retreat unless you have backup right there. Always retreat one engie squad at some point for building purposes, and try to OP a fuel point as soon as possible for teching up. When you have 50 muns you should upgrade one of your engie squads to flamethrowers and destroy OPs/back up rifles. Make Rifle squads as fast as possible until you can tech up to Supply Depot, and then it all depends on what you're facing.
The Goliath tracked mine.
That you build at bunkers as Axis. Costs 125 munitions or some such.
Has a very large boom.
They're useful if you can talk to your team-mate and coordinate attacks. Nothing gets more drops than a few well-placed goliaths during a big firefight. Also they can take down certain buildings (which helps when you've got machine-gunners and such garissoned in them, but really for the amount it costs, there are better options.
I have to admit, I've never really bothered with Goliaths. In 1v1, that's enough of your income that you probably want to spend it on upgrades. I can almost see cleverly hiding them near bridges and such. Hell, depending on micro, I guess you could be a real bastard and hide a couple behind the enemy HQ and do a forced retreat... But yeah, they blow up bridges, they blow up tank traps and minefields. That's the only use I can see for them, and there aren't many situations where you must blow up either.
Let 'em eat fucking pineapples!
DX10 Features
- Edges of particles are softened where intersecting 3D objects.
- Thousands of additional litter objects in the world.
- Improved user control over anti aliasing settings.
- Alpha to coverage anti aliasing to improve quality of alpha test objects such as shrubs.
- Lighting quality has improved by moving all calculations per pixel.
- More precise point light calculations.
- Point lights can now cast shadows.
- 3D short grass on the terrain.
- Vertical refresh synchronization is enabled by default to improve visual quality by preventing tearing of the display image, use -novsync to disable.
- Hardware PCF for improved shadow quality.
Also, seriously, everyone read the GameReplays tips. They're little things, but so nice to know. Hell, I found out about blindspots from that list, before I just thought some squads hated buildings or something.
I think the tutorial and the manual does, in fact, go over the command queuing (shift-clicking). If it isn't... well, that's just wrong. However, maybe they thought that the feature has been so ubiquitous in RTS games since Starcraft that they just forgot about it.
What about those of us who haven't played RTS games since Warcraft II