Says the guy who had never played allies.
*cough cough* |
damn, is there any way to watch old replays? I really want to see 16 cons on the field lol
That is how russia should play. Massing shitty infantry
Basically P and Siuking got stomped at the early game and turned the tide by a KT and tiger ACE.
Then begins with insults such as calling the other team "noob spammer" along with various slang. (meanwhile, Siuking has 6 LMG 'vetted' grenadiers that always attack and retreat in blobs. *cough* ) |
Sure the AI does retarded things, but it's still fun to play with to me. I'm certainly going to play the campaign when it comes out, it looks very promising.
It will be better for SP campaign since it's hard coded and some how less 'dynamic'(Such as planned reaction to player's choices), I look forward for some interesting gameplay. |
I seriously lost my shit when I saw Siuking blame the other team noob blob.
Oh well, I suggest buy a mirror then?
Yet i don't see why the other team doesn't put any effort into their micro as you claimed?
They did a pretty adequate job in early game, and 6 cons start is fairly common.
And yes, 6 LMG gren spam with elite troop vet isn't broken compared to 6 cons spam
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I'm quite interested in how the new campaign turns out as well because of this, might have a go at it depending on the price. Singleplayer and skirmish vs AI isn't always challenging if you use everything at your disposal, but creating some sort of handicap (I find) can make it quite amusing ex. snipers and tellers only, player vs 2 expert AIs, only rear echelons allowed, that sort of thing.
I will never even think about to fight 2 expert AIs each with 500 manpower income.
That's too insane for me. |
Also I would suggest starting off with versus Expert AI.
The recent patch had made Expert AI has a income of 500 manpower and extra bonus fuel.
(Before WFA it only has 300 manpower income along with 2 bonus fuel income)
Which means it's likely against an Expert Ostheer AI will result in you facing against endless wave of grens. (Or even a Kingtiger at 18 min mark facing OKW)
Despite the AI can still makes stupid mistake.(Such as throwing off their vehicle into AT guns recklessly)
But it has the advantage to ensure an endless routine of attacks that almost seem never gonna end and unlikely to lose squad due to the computer instantly retreat their squad under half strength.
It's a great test for a player's ability to micro their unit when outnumbered in every early engagements.
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Grens are fragile, rifles are not. That's the reason why the gren vet bonuses aim at survivability and the rifle's bonus doesn't.
Grens are fragile, maybe (when compared to OKW). But rifle are not fragile? They are the most fragile models I ever seen since penal squad.
Sure, having one more models may seem more durable but they dies like flies once German infantries hit the vet or get out their AI weapon (e.g LMG42), the MP drain is insane.
I used to think US rifles are much freaking durable than Grens too, until I bought WFA, tried out USF and realize how much baby sitting they required and how vulnerable they are.
But, after all I don't really care if rifles are fragile or not.
What makes USF not fun for me is literally whenever I try to put those retarded rifles and paratroopers in green cover or yellow cover, and when rifles stuck at the base(especially when the weapon rack is on the opposite side) , I just want to quit the game and play something else. Thus the lack of variety of infantries compared to other factions keeps me away from playing USF. |
If you manage to keep your vet3 BAR/1919 Rifles alive and are halfway decent at microing two Jacksons, then there's nothing you can't take on late game.
I seriously don't see how Rifles don't scale well late game? I mean you have nothing to spend your muni on except the guns from the weapon racks. Their 5 man squadsize is optimal imo, you fit in pretty much every cover but still have that special dude that always survives the nade/tankshell/whatever explosive.
As for the lategame sacling of grenadiers, their low squadsize makes them disappear pretty quickly late game, when the heavy hitters start rolling out.
As for the USF indirect fire. Yes the Mortar Halftrack needs a buff, but the pack howie is nothing short of awesome. I build it pretty much every game and it rarely ever finishes the game without vet2.
Edit: This is from a 2v2 perspective.
They doesn't scale well because their vet 3 only give them more damage output instead of accuracy like most grens, cons, and volks. It's reasonable since rifle has semi-auto rifle, but it makes rifle suffer the late game since most fight will took at long range and without much cover (mostly yellow or even none).
And their vet2 doesn't increase their survivability as much as grenadier's vet 3 does, they are still fragile as fk.
I would say rifleman scaled pretty well but definitely no better than OST and OKW. |
Amazing guide shephard! I was daunted to try out recon commander by most people in the forums criticizing this commander being lackluster. Now I'm interested in consider to buy it.
So no special weapons for IR pathfinder means that they doesn't have the springfield 'sniper rifle' which allows them to snipe entities below 40% health? |
Seeing as very few of you have a good idea of how projectiles work and exist in Company of Heroes, let me give you a simple explanation.
There are several different collision types used among the projectiles to define how they interact with the game engine. These include tp_homing (the standard for vCoH tank shells and HHAT rockets—this is why you’d see them turn on a dime and round a building corner to smack their target), tp_artillery (will not home onto the target, but will hit their target directly if a hit is registered by the engine, ASSUMING THE TARGET DOES NOT MOVE--basically, a hit rolled by the engine removed all scatter from the equation, per se), tp_thrown (phases through buildings and shot blockers—grenades, stickies, and PIATs), and some others that weren’t too commonly seen.
There is no way to modify the collision types of the projectiles during their flight from the barrel marker of the weapon that fired them into their target of choice. Projectiles can be made to phase through certain object types such as environmental objects, infantry, and vehicles (this is why the Puma was sucha bitch to hit and kill in vCoH, especially with RRs—no hitbox and an object type that most projectiles were set to phase through unless a hit was rolled by the weapon targeting it). However, bear in mind, this is over the projectiles entire flight path, and will define it's behavior versus every last target of that type in the game.
If projectiles were made to ignore shot blockers, the ground, and buildings etc, we would have a mass of auto-firing stickies, if you will. Remember how annoying it was to have a vet2 rifle squad nail a sticky into the ass of your Tiger from 40m away, through a building? That will be every tank shell, flak shell, and HHAT rocket. Now, there is a setting under a given weapon’s behavior extension called artillery_force_obey_los that essentially prevents the weapon from targeting any object behind a shot blocker (tp_artillery and tp_thrown are hardcoded within the CoH engine to act as artillery, targeting anything within range of the weapon, ignoring whatever objects lie in between the weapon and the target—eg., why the StuH would constantly fire aimlessly into buildings if there was an enemy target visible on the other side). This would prevent that by default. However.
The game would then devolve into a ground-targeting free for all, with everyone and their dog hiding behind shot blockers at max range and spamming the ground attack command at enemy units with their new phase-shifting shells. It would be non-sensical, a ridiculous new level of micro strain, and even if you ignored shot blockers—fight out in the open—we’d still have really retarded crap going on, like ISU-152s launching phase-shift nukes through a mountainside to whack your blob of vetted Grenadiere in the nuts—that doesn’t sound fun for anyone, now does it?
The other issue is if Relic forgets to put this behavior into effect for even one weapon, it will be a massive balance pain in the ass until hotpached.
Tl;dr, my vote is no. As a coder, and as a player who’s not a part of the ubermensch 1v1 auto mustard race, this would make the game absolutely frustrating and no fun whatsoever for the average joe—e.g., the other 90% of the playerbase.
EDIT: Fix'd to be Mr. Nicetyniceynicepantsguy. Remember, help your local forum--don't be a Vetlolcake!
Agree most of the part, except that I hate when my own AT guns keep 'team-killing' my own units and destroying all the green cover I have when it engage[Espeically infantry-wise]. And the only solution is to hold-fire and wait till the tanks appear which could be an pain in an ass to dealt with [Micro intensify] and pray to RNGesus.
I would like to see Relic make AT-gun completely ignore infantry target or at least provide option to not to engage. |