Company of Heroes: Eastern Front

Author Topic: Combat situations  (Read 149370 times)

Offline Pac-Fish

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Re: Combat situations
« Reply #150 on: October 09, 2011, 07:11:01 AM »
If you tell a AC to target a sniper will it follow and chase down the sniper?? Or will it stop following it once the sniper cloaks again ??? If you click on the sniper I would imagine the AC would target the sniper :P. Never tried it though :P

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Offline GodlikeDennis

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Re: Combat situations
« Reply #151 on: October 09, 2011, 07:19:33 AM »
Right clicking a unit will ALWAYS force your unit to engage that enemy unit. However, this stops the AC from moving which is why it's frustrating chasing snipers when you have to constantly click to attack the sniper and then make move orders, constantly taking into account the AC's burst pattern and turret rotation. Giving a unit a move order will cause it to move and revert to its normal weapon priorities.
« Last Edit: October 09, 2011, 07:36:02 AM by GodlikeDennis »
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Offline Pac-Fish

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Re: Combat situations
« Reply #152 on: October 11, 2011, 08:37:38 AM »
Can a Brit HQ truck set up in unconnected territory? For example if a tommy section captured a fuel point but a strategic point seperated it from your base sector, could you still set up in it? I never tried it so I wouldn't know :-\.

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Re: Combat situations
« Reply #153 on: October 11, 2011, 09:07:46 AM »
Yes, it can, which is another gay feature about the Brit feature of bus-fucking resource points.  You can't ever totally cut them off from any resource.

Offline Pac-Fish

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Re: Combat situations
« Reply #154 on: October 11, 2011, 09:17:53 AM »
which is another gay feature about the Brit feature of bus-fucking resource points.

I always thought it was called bus humping or resource humping XD. Or at least thats what I read somehwere :P

Are PE schiwm incinderay traps worth using? I notice alot of ppl like using the schwim (I don't, I just prefer booby trap) but are the incinderay traps effective or is it like having a PE grenade exploding under you ??? I also heard schiwm can lay teller mines or no?
« Last Edit: October 11, 2011, 09:21:36 AM by Fishhunterx »

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Offline GodlikeDennis

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Re: Combat situations
« Reply #155 on: October 11, 2011, 11:23:21 AM »
Tank Hunter Schwimm is the only one worth using, since you can lay (normal) mines rather than get the shitty rudimentary repair.

Both the Schwimm and Ketty abilities for SE are crap and won't really do anything against a decent player. The incendiaries are cool but rarely do much damage. At least they're cheap. The Ketty booby trap is utterly useless since it takes too long to go off compared to PG ones. Even average players should easily avoid it every time.

The actual effect of the incendiary is that, once triggered, spawns 3 or so spots of fire on the ground. However, they tend to scatter a bit and will rarely actually hit enemy troops and even then they have to stay in the fire for it to do any damage. If they do though, it can deal some decent damage. It is most useful for making the enemy troop AI dive for cover so can slow an enemy advance by a little.

Luftwaffe should always use a cloaked Ketty over the mark target Schwimm.
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Offline Pac-Fish

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Re: Combat situations
« Reply #156 on: October 12, 2011, 12:26:36 AM »
Will the incindeary trap have any effect on vehicles ???

Also how do you counter fast MHT as US? I know I asked b4 about countering MHT but that Q was for countering it later in the game when the enemy has more PG but you have Hellcats and M8.

But what about early on when you have no Motor Depot ???. I know you can try and rush it but with a wall of G43 PG protecting it it can be tough :-\. A least for me. Also it can also run away which gets annoying >:(. You can try flanking it and sticky bombng it but it can  usually still run away.
« Last Edit: October 12, 2011, 12:30:25 AM by Fishhunterx »

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Re: Combat situations
« Reply #157 on: October 12, 2011, 12:54:35 AM »
You can totally ignore it until you get motor pool or tank destroyers.  As USA your riflemen should constantly be on the move anyways, so they aren't very vulnerable to mortar attacks in the first place.

Even in combat, just spread out, and move a little bit every 5 seconds or so in an unpredictable manner, and you should be fine.  The time between the MHT gunners aiming the shell and the shell actually hitting is huge.  The mortar halftrack's main function isn't to do much damage, since it really sucks.  Its main function is to get you desperate and make you charge your troops recklessly out of cover so that his PGs can cut your balls off.  Stay calm and don't play into his game, and you'll be fine.

It takes 40 FU for that mostly worthless thing, which will noticeably slow down PE's teching.  If he chose to get MHT that early, he shouldn't have ACs.  If he happens to have both the MHT AND ACs, he will be lacking the AT HT, and in that case your eventual Gayhounds will cause him to say gg or at least tear him a new asshole.
« Last Edit: October 12, 2011, 01:00:54 AM by Yauz »

Offline donthateme

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Re: Combat situations
« Reply #158 on: October 12, 2011, 04:32:39 PM »
Both the Schwimm and Ketty abilities for SE are crap and won't really do anything against a decent player.

imo traps costs the allie-player a lot of micro... thats the power of these abilities

Offline Walentin 'Walki' L.

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Re: Combat situations
« Reply #159 on: October 12, 2011, 04:36:23 PM »
Both the Schwimm and Ketty abilities for SE are crap and won't really do anything against a decent player.

imo traps costs the allie-player a lot of micro... thats the power of these abilities

Yah and in the first minutes of the game you are able to trap a forward point quickly and increase the time the enemy needs to capture. Also the burn mine of the swim is quiet useful with brit infantry without a speed bonus or being upgrade to recon squad.
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Offline GodlikeDennis

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Re: Combat situations
« Reply #160 on: October 12, 2011, 04:47:22 PM »
Ketty traps are totally worthless in my opinion. They take a ridiculously long time to go off and have a very long cooldown. PG traps are awesome though.
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Offline Walentin 'Walki' L.

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Re: Combat situations
« Reply #161 on: October 12, 2011, 05:37:56 PM »
Quote
Ketty traps are totally worthless in my opinion. They take a ridiculously long time to go off and have a very long cooldown. [...]

It cooldown decreases if you unlock the boodytrap strategic points ability in the command tree.
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Offline GodlikeDennis

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Re: Combat situations
« Reply #162 on: October 12, 2011, 05:42:15 PM »
By that time you may as well just place a standard PG one that is infinitely better. Perhaps lay some wire across the point to make microing difficult for him too.
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Offline Pac-Fish

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Re: Combat situations
« Reply #163 on: October 12, 2011, 11:56:31 PM »
By that time you may as well just place a standard PG one that is infinitely better. Perhaps lay some wire across the point to make microing difficult for him too.

The wire idea is actually pretty good.

I never knew the cooldown went down for kettenkrads :P. By how much ???

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Re: Combat situations
« Reply #164 on: October 13, 2011, 12:09:46 AM »
I have my own questions.

One: In response to GodlikeDennis's wiring quote for SE, I' like to know, assuming that SE is selected, if PGs and Luftwaffe Ground Squads gain the wiring ability, or if only one gain it.

Two: Does offensive vet do more for Falls than defensive vet?  Reason being is that in a lot of games, I get vet 3 full offensive falls, yet they seem to do around the same damage as vet 0 falls, while they die just as fast too, from not having any defensive vet.  Does the FG42 just not benefit as much from the Reload bonuses as G43s do since they are full auto in the first place?