Company of Heroes: Eastern Front

Author Topic: Combat situations  (Read 159269 times)

Offline Walentin 'Walki' L.

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Re: Combat situations
« Reply #255 on: November 21, 2011, 01:57:26 PM »
But I was PE :P. So how do you stop MG emplacement as PE early on ???

I.e. if you go for increased squads then use scout cars. They can capture, hunt down engineers, flank mgs and destroy MG emplacments while being build.
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Offline Cranialwizard

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Re: Combat situations
« Reply #256 on: November 21, 2011, 03:31:50 PM »
If you're FLOATING muni and don't have inf vet nor a team mate then be my guest for med packs. I feel like they are a total waste of munitions, you pay 40 munitions for a squad to heal. It sounds like a good idea but if you wanted to execute that for your whole army it's loads of muni you're sinking into healing, which should be going into arty and shrecks and doctrinal stuff.

Wehrmacht healing was always the broken one, even before brit. At least brit healing recovered dead troops and healed multiple squads. US and PE got it made when it comes to healing, PE is more expensive but it affects any building so FHQs are included and also gives you cooldown bonii.

But of course, Inf and Support vet allow for self regen so med packs are rarely used in late game when troops run around with vet 2 and 3.
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Offline Walentin 'Walki' L.

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Re: Combat situations
« Reply #257 on: November 21, 2011, 04:08:42 PM »
But of course, Inf and Support vet allow for self regen so med packs are rarely used in late game when troops run around with vet 2 and 3.

I often use them with KCH before I attack a large group of enemies (after the slow down effect is over ofc).
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Offline GodlikeDennis

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Re: Combat situations
« Reply #258 on: November 21, 2011, 05:01:32 PM »
I only ever use med packs on snipers and stormies myself. Unless I have a gren squad or something all alone defending an important VP.
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Offline Walentin 'Walki' L.

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Re: Combat situations
« Reply #259 on: November 21, 2011, 05:22:44 PM »
I only ever use med packs on snipers and stormies myself. Unless I have a gren squad or something all alone defending an important VP.

...and also low health flamethrowers.
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Offline Pac-Fish

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Re: Combat situations
« Reply #260 on: November 22, 2011, 12:34:01 AM »
I dont use med packs often :P. Its just I read somewhere that during in a engagement b/w KCH and rifleman with BAr and suppresion, using medpack helps you win. Also I sometimes see my enemy use em :P.

Also when you upgrade a wher bunker to repair station you get 2 free repair pios. How fast do they repair stuff? Is it worth it  ???

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Offline GodlikeDennis

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Re: Combat situations
« Reply #261 on: November 22, 2011, 04:03:38 AM »
Yes, repair bunkers are definitely worth it. They seriously cut back on micro required which is very helpful in intense high level battles. It's usually best in a T3 strat where your pumas are constantly being damaged and harassing the enemy.
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Re: Combat situations
« Reply #262 on: November 22, 2011, 07:04:15 AM »
Other than the side effect of slowing your men down, do med packs cause more received accuracy or damage?  They never seemed that great in combat, and I've seen vet 3 KCH with a med pack on solidly lose to a PPS43 command squad.  Of course this is counting that KCH naturally suck and that PPS43 / MP40 are somewhat stronger than MP44s at close range, but still, it was pretty bad.\

And was PE healing changed in 2.602 vCoH?  I don't know if this is just an EF thing, but it used to be that any PE building including base flaks could heal, but now it seems only the HQ building can heal.  I miss those days of building my T1 building near my mate's Wehr HQ building to give his men free healing.
« Last Edit: November 22, 2011, 07:11:38 AM by Yauz »

Offline Pac-Fish

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Re: Combat situations
« Reply #263 on: November 22, 2011, 07:21:47 AM »
I never knew any building could heal ???. I thought you had to be within a distance of your hq :P. Maybe thats just me

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Offline GodlikeDennis

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Re: Combat situations
« Reply #264 on: November 22, 2011, 08:08:18 AM »
Pretty medpaks just slow you down. No other bad effects. PE healing should be the same as it always was - Everything in HQ sector gets heals and within a radius of FHQs.
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Offline stealthattack1

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Re: Combat situations
« Reply #265 on: November 22, 2011, 05:11:46 PM »
hey, i was just wondering, are snipers next to usless against soviets? i know the can take down juicy command squad units+elites, but the soviets are pretty much infantry based. in my experience, snipers dont help much unless you spam them against SU. am i correct?


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Offline SnappingTurtle

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Re: Combat situations
« Reply #266 on: November 22, 2011, 05:14:44 PM »
Quote
Other than the side effect of slowing your men down, do med packs cause more received accuracy or damage?
Possibly if the game derives accuracy from the actual speed the unit is moving, rather than a discrete state.
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Offline Cranialwizard

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Re: Combat situations
« Reply #267 on: November 22, 2011, 05:35:07 PM »
hey, i was just wondering, are snipers next to usless against soviets? i know the can take down juicy command squad units+elites, but the soviets are pretty much infantry based. in my experience, snipers dont help much unless you spam them against SU. am i correct?

They're excellent counters to Guards, Strelky, CS, Partis/Navals, support troops...pretty much anything except conscripts, because they'll just swarm your snipers. If you have great sniper micro it's great to get a couple, they do great against any unit and can slowly pick off fighting conscripts. Later in the game they do wonders against sturmovie, mortars etc.
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Re: Combat situations
« Reply #268 on: November 22, 2011, 06:11:42 PM »
PE healing should be the same as it always was - Everything in HQ sector gets heals and within a radius of FHQs.

I'm pretty sure it isn't the same.  I'm pretty certain PE buildings themselves gave a heal radius before, including their base flaks even.  FWD HQ can also still heal ofc, but there seems to be a bug with that too.  Sometimes after my PGs (with less than full health) get out of the building they won't heal from the FWD HQ anymore...
« Last Edit: November 22, 2011, 06:14:44 PM by Yauz »

Offline Pac-Fish

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Re: Combat situations
« Reply #269 on: November 23, 2011, 12:53:01 AM »
Potential bug ???

Hey even if u dont buy vet for your wher sniper does it get progressively better as it kills more and fight more? I only ask b/c during a game I was using my sniper alot and I didnt buy and support vet. It may have been my imagination but it started shooting faster, moving faster(wtf?) and it even got some double shots off (kills 2 units in conscutive rounds like a previously mentioned bug). It had around 16-24 kills or something near the end. It was mainly sniping airborne, engineers, and at gun crews. It never died btw ;D
« Last Edit: November 23, 2011, 12:58:00 AM by Fishhunterx »

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"Ha Ha Ha! We have the ZEAL!"
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