Login

russian armor

Couple of Scrub Questions

11 Jun 2014, 15:50 PM
#1
avatar of Bryan

Posts: 412

Hey all, just dabbling in VCoh the last few days after never really getting proper into it (Was a DOW fan). Makes a nice break from Coh2, which is the main RTS I play these days. I have a couple of questions that I would appreciate some help with.

I have tried to get the following to work for me, but it does not work like COH2 and my experimenting thus far has failed!

1. Whilst using the tactical map, can you assign control groups to units by clicking on them?

2. Whilst using the tactical map, can you give attack move orders to your units?

3. Whilst using the tactical map, I find when you select a unit, then double click on the map to zoom into a spot, the unit deselects. Is there a way of keeping the unit selected and zooming in, like COH2? For example, I want to move my squad to a particular point on the map using the tactical map, I can issue a move order using this technique. But i'd rather zoom into the normal map and issue a more precise move order (e.g. to cover). I find when I try this, the unit is deselected when I zoom in, creating unnecessary micro.

4. I use an autohotkey scrip for easy use of the tactical map (have it assigned to an extra mouse key), I tried adapting the VCoh hotkeys to be more like COH2 QWER hotkeys, but for some reason my autohotkeys script did not work. I tried gridkeys, but felt it was a touch laggy. Anyone else have similar issues or even better, an autohotkey script similar to the Coh2 hotkeys?

Cheers, hopefully those questions make sense, if not, i'll be happy to try and clarify them. I've recently adapted my COh2 play to use the tactical map allot more, so i'm hoping I can get the same usage out of it in VCoh! :)



11 Jun 2014, 15:52 PM
#2
avatar of computerheat
Honorary Member Badge
Benefactor 117

Posts: 2838 | Subs: 3

In regard to #2, all movement orders issued from the tac map are attack-move orders.
11 Jun 2014, 21:00 PM
#3
avatar of BallBustinBABE

Posts: 31

In regard to #2, all movement orders issued from the tac map are attack-move orders.


I'm such a noob i have been playing this for a few months now and never knew that. I'll really have to try and use the tactical map more often if i can.

i also have a question. Will i be able to use what i know in coh1 on coh2? or am i gonna have to learn all over again?
11 Jun 2014, 21:03 PM
#4
avatar of morten1

Posts: 368

If were on the topic of tac map why do you need to pres esc twice to get out of it
11 Jun 2014, 21:15 PM
#5
avatar of DanielD

Posts: 783 | Subs: 3



I'm such a noob i have been playing this for a few months now and never knew that. I'll really have to try and use the tactical map more often if i can.

i also have a question. Will i be able to use what i know in coh1 on coh2? or am i gonna have to learn all over again?


Yes, the basics are the same. There are a few new mechanics in coh2: true line-of-sight, being able to jump over fences and stone walls.
11 Jun 2014, 21:44 PM
#6
avatar of BallBustinBABE

Posts: 31

jump backJump back to quoted post11 Jun 2014, 21:15 PMDanielD


Yes, the basics are the same. There are a few new mechanics in coh2: true line-of-sight, being able to jump over fences and stone walls.


k thats awesome, was one of the reasons i hesitated on buying coh2
12 Jun 2014, 12:43 PM
#7
avatar of Bryan

Posts: 412

Cheers for the replies :)

@Morten, I find clicking the hotkey for the tactical map once gets me out of it.

Ps. Anyone want to give me a quick US build vs PE? :D I really don't enjoy playing vs that faction from my limited experience!
12 Jun 2014, 14:59 PM
#8
avatar of FreQ

Posts: 24

3 engies (2 flamethrowers ASAP)
3 rifles
Triage Center / Stickies
TD
Snipers
Armor doctrine

12 Jun 2014, 15:34 PM
#9
avatar of Spanky
Senior Strategist Badge

Posts: 1820 | Subs: 2

3 engies, second engie builds barracks.
3 rifles
bars
TD


WIN
12 Jun 2014, 15:44 PM
#10
avatar of computerheat
Honorary Member Badge
Benefactor 117

Posts: 2838 | Subs: 3

jump backJump back to quoted post12 Jun 2014, 12:43 PMBryan
Ps. Anyone want to give me a quick US build vs PE? :D I really don't enjoy playing vs that faction from my limited experience!

Yeah, playing against PE sucks.
Pretty much what FreQ wrote. If you look around for "Aimstrong bulletproof anti-PE strat" you should come up with some helpful results :D
Basically:
3 engineers (upgrade all to flamethrowers)
4 rifles
triage & sticky bombs
Supply Yard
Tank Depot
Hellcats

Blob your rifles and flamers like crazy and lol-charge the PE blob. Stick to green cover against armored cars. Do not go infantry company. When in doubt, get more flamer engis and hellcats.

On Sturzdorf and Langres (PE player in north), baserush strats can be fun against PE, for the lulz. Get early grenades and steal the base flak!
12 Jun 2014, 19:43 PM
#11
avatar of Bryan

Posts: 412

Thanks lads, for some reason, fellow scrubs seem to like to play PE.
12 Jun 2014, 19:49 PM
#12
avatar of DanielD

Posts: 783 | Subs: 3

If you aren't dominating the early game I really wouldn't go tank depot right away unless you go airborne for AT guns. Too many PE players will blob shreks, and ACs + shreks + panthers will dominate rifle play + Tank depot. Motor pool is your friend. I know a lot of people disagree but I think going tank depot first is a huge gamble and you are relying on outplaying your opponent. Ye eventually you want tank depot but getting 2 at guns and an m8 or two first is a stronger choice imo.
13 Jun 2014, 03:37 AM
#13
avatar of Spanky
Senior Strategist Badge

Posts: 1820 | Subs: 2

fast TD is a gamble indeed.
13 Jun 2014, 04:35 AM
#14
avatar of Pepsi

Posts: 622 | Subs: 1

The thing you have to remember playing against a PE is that you have to buy time and make him lose as much time as you can.

The 3 eng start is a must. Why ? Because they are cheap and can cover all the map real quick.

If one of your eng squad meets a PE gren squad, don't retreat your squad. Find cover, run behind a buildig, jump in and out ==> fix the PE squad so they have to deal with your eng squad. Try to bait the PE player to follow your eng squads around the map.

Doing that you'll get such dominance in the map control that any build order based on 3-4 rifles, triage/sticky, T4 will win the game.
14 Jun 2014, 15:50 PM
#15
avatar of Bryan

Posts: 412

Cheers everyone, i'll try both approaches :)

I tried nades recently as PE players tended to blob, worked great on 1st throw, but most players can dodge them afterwards, making it a bit of a one shot wonder.

(Learning Vcoh several years after everyone else ^^)
18 Jun 2014, 22:19 PM
#16
avatar of gobaers

Posts: 24

Nades are a bad choice against PE. Against a good player, you'll see very early AC, and nades puts a true counter to ACs 40 more fuel away. If you're going to go for the strategy Pepsi mentions (originally an Aimstrong strat, I believe) you should go Triage Center, then Sticky, then go for TD. If it's not going well, you can shortcut to Motor Pool and play more conservatively.
20 Jun 2014, 14:47 PM
#17
avatar of Pepsi

Posts: 622 | Subs: 1

Indeed, Aimstrong created this strat.

About the nades, you're totally right with the current metagame as every PE go fast acs or gren spam.

But nades are really fun to use if your opponent goes T2 HT with 4 to 5 pg squads - the joy of putting a nade inside the HT and watching the pgs stuck with it...
20 Jun 2014, 16:57 PM
#18
avatar of Spanky
Senior Strategist Badge

Posts: 1820 | Subs: 2

jump backJump back to quoted post20 Jun 2014, 14:47 PMPepsi
Indeed, Aimstrong created this strat.

About the nades, you're totally right with the current metagame as every PE go fast acs or gren spam.

But nades are really fun to use if your opponent goes T2 HT with 4 to 5 pg squads - the joy of putting a nade inside the HT and watching the pgs stuck with it...


is that even possible? or the nade lands on the ground and then AOE does the damage inside the HT.
20 Jun 2014, 18:47 PM
#19
avatar of HulkSMASH

Posts: 13

jump backJump back to quoted post20 Jun 2014, 16:57 PMSpanky


is that even possible? or the nade lands on the ground and then AOE does the damage inside the HT.


The nade lands on the ground, so in the likely case that the halftrack moves it'll probably be a wasted nade.

Though if the halftrack doesn't move...
22 Jun 2014, 21:43 PM
#20
avatar of Pepsi

Posts: 622 | Subs: 1

jump backJump back to quoted post20 Jun 2014, 16:57 PMSpanky


is that even possible? or the nade lands on the ground and then AOE does the damage inside the HT.


yea, the damage is full and it will wipe the squad(s) inside the ht. I used to try some jeep micro vs the ht when PE were used to go T2 before T3.
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

778 users are online: 778 guests
3 posts in the last 24h
13 posts in the last week
32 posts in the last month
Registered members: 50078
Welcome our newest member, Bvdt50916
Most online: 2043 users on 29 Oct 2023, 01:04 AM