General Information
Register Time: 18 Nov 2012, 19:26 PM
Last Visit Time: 21 Oct 2024, 21:25 PM
Broadcast: https://www.twitch.tv/AECoH
Website: http://reddit.com/r/CompanyOfHeroes
Twitter: http://twitter.com/AECoH
Youtube: http://youtube.com/AECoH
Residence: United Kingdom
Nationality: United Kingdom
Timezone: Europe/London
Game Name: A_E
To be honest the amount of improvement that units actually standing behind the fucking cover they're meant to fucking stand behind™ had brought to CoH2 since it was altered has improved gameplay responsiveness and importance of cover tremendously unfortunately at an expense of aesthetics.
Is there any way we can strike a nice balance between the two, and just re-introduce a small measure of squad AI?
Having tried Lugie's mod (and in the process of porting his squad-ai to the Revamp mod), I'd have to say two things:
1. Holy molly, it looks and feels amazing
2. This automated looking-for-cover over time is actually the one missing ingredient for squad spacing in cover.
#1 should be obvious to anybody that has played CoH1. Unlike CoH1, the logic has expanded so that units understand directional cover. Therefore, they really stay glued next to cover, if you put them there, and they relocate to nearby cover if they aren't already there.
#2 is a bit less obvious. If there's anything that the game has taught you is to avoid directional yellow cover like the plague.
Consider the isolated trees parts in Crossing in the Wood (or Lienne Forest). You encounter an enemy squad, and you have 2 options:
- Either select a tree, and have all 5-6 squad members hug around it like hippies. This means a stray mortar shell or a rifle nade will mean a dead 6-man squad
- Or stay out in the open, and get shredded
This problem is, basically, non-existent when you have squad-AI. You just right click at the enemy, and the squad members will pick a random piece of cover nearby. This allows the squad to both benefit from cover, and be somewhat spread.
Yup we need more replays like this one, thanks for posting Luciano. Pridepost is such a stupid word, if your game lasts longer than 25 minutes it's just a GG not a pridepost.
What on earth, OP needs to know his history, the Stug-III and variants are the most combat effective Tank Destroyers of all time from a quantity of tanks knocked out standpoint. Just because it had the designation assault gun originally does not mean it hasn't knocked out more AFV's than any other tank destroyer ever, which it alone holds that distinction.
This is due to it being the most combat effective AFV Nazi germany had during the biggest tank battles of all time against numerically superior Soviet forces amongst other mitigating factors, I should mention that Stug III kill statistics are inflated, but as are most 'kill stats' from WW2, the only thing you can glean from reading into statistics for amount of tanks destroyed is that proportionally Stug III's claimed the most in the entire conflict.
Anyone that knows anything about military history would cringe reading "Not a single TD for ostheer" and then "you decided to simulate an assault gun (Stug)" - for shame OP!
Thank you very much for this guide, Hector. As a relatively new player I learnt a lot of things from this guide.
In my opinion, strongly criticising a guide is not allowed unless u try to write one yourself.
My only complain is that almost every new guide refers to 1v1 games. And new players are not playing 1v1 games very often. They prefer 2v2 or plus because they feel safer or count on the others until they r good enough.
Thanx again and I hope other strategists will follow your example and share the knowloedge.
+1 I would just like add my thanks that this was written in the first place.