Company of Heroes: Eastern Front

Author Topic: Combat situations  (Read 444490 times)

Offline Pac-Fish

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Re: Combat situations
« Reply #135 on: October 02, 2011, 05:36:00 AM »
I have another Q. How many medics come out of a Medic station and how frequently? I built a Medic station once and at some point there were 4 medics but I only built 1 station :P. Also I noticed that when they were killed new ones came out later :o. Is this the same for Wher and Brit med stations ???

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Offline Sidewinder

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Re: Combat situations
« Reply #136 on: October 02, 2011, 05:48:56 AM »
(Mortar Halftrack sidewinder :P).

Thank you.

sidewinder its MOTAR HALFTRACK :P

Yeah, Dennis told me.

I have another Q. How many medics come out of a Medic station and how frequently? I built a Medic station once and at some point there were 4 medics but I only built 1 station :P. Also I noticed that when they were killed new ones came out later :o. Is this the same for Wher and Brit med stations ???

Uhh, I thought there were only 2 at a time, but when they die they do come back after a while.
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Offline Pac-Fish

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Re: Combat situations
« Reply #137 on: October 02, 2011, 05:55:22 AM »
I once had a Brt CCS that had around 8-10 medics. I think it was b/c my allies were Brit and their CCS were destroyed and all their medics flocked to mine. But does the same happen to Ami or Wher? And how long till they come back from dead :P

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Offline GodlikeDennis

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Re: Combat situations
« Reply #138 on: October 02, 2011, 06:52:15 AM »
Each medic station (for every faction) produces 2 medics. If they die, they take around 20-30s to respawn but only to a max of 2. If there is another station within range that is closer to the action, the medics will migrate there, and drop off bodies there. In this way you can have a swarm of medics around a single bunker and can result in very fast collection. If a medic station dies and there is no other station within range, the medics disappear.

Because of the way the medic sharing works, you can build a large network of medic stations that don't need to be in range in order to mass collect. You only need 1 station in range in order for ALL your stations to be able to collect bodies from around it, and deposit them back to the closest station.
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Offline Pac-Fish

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Re: Combat situations
« Reply #139 on: October 02, 2011, 09:55:22 AM »
Kinda like in C+C where all the supply trucks flock to 1 supply center :P. TY for clearing that up :D

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Offline Mattdamon07

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Re: Combat situations
« Reply #140 on: October 05, 2011, 09:47:46 AM »
this thread is getting alot of views :)
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Offline Pac-Fish

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Re: Combat situations
« Reply #141 on: October 08, 2011, 02:07:31 AM »
This is a more personal Q. But does anyone in more high ranked games(lets say 10+) use the MG bunker upgrade or medic station(US) ??? How about the Supply center upgrade? How about tank smoke cover? How about the Croc ???

I don't use the MG bunker, only the repair station or med station(Wher) but sometime I use the Medic station(US) if Im going infantry heavy or im expecting alot of casualties :P. Free rifleman is always a good thing ;D. Well usually.

I get the Supply center upgrade or smoke tank if I am floating resources or if my MP is low :P.

I dont see the croc tank alot. I might get it if Im winning jst so it can run around the enemy base burning things and then run away. But other than that I dont get it :'(

Another Q. When you buy either the supply yard up grade lvl 1 or 2 or the BAR upgrade, in the description it says "Rifleman gain Vet faster". I wanna know how much faster do they gain vet ???
« Last Edit: October 08, 2011, 02:15:31 AM by Fishhunterx »

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Offline GodlikeDennis

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Re: Combat situations
« Reply #142 on: October 08, 2011, 07:01:01 AM »
Riflemen only gain vet a tiny bit faster, but a tiny change can make a world of difference when US vet is the strongest in the game. The upgrades will reduce the required kills by 2-3 AFAIK to get vet2/3 which can make all the difference.

While I don't personally use them as US, many people do seem to use them against me in high level 2v2ATs. I'm not sure if it's because they expect to need a larger blob or if they just build it to help out their Brit ally's CCS collect more. Medics can return bodies to allied med stations if they're closer and the Brit CCS is already scary effective.

MG nests can be useful in close VP games in combo with mines to HEAVILY delay an enemy from taking a VP. There are some awesome spots on ango for instance to cover both the high fuel AND the VP which can change games. It's important to realise that these nests still need supporting units though and will probably eventually die. Used at the right time though, it can make you pull ahead in the VP race.

You should aim for getting supply depot 1 upgrade very fast if you are going infantry heavy. It will save you a ton of MP in the long run and MP is the most important resource.

Croc is utterly useless. Normal sherman does the job better without risking itself to enemy fire. Tank smoke is rather useless, except in EF where the 105 sherman can actually FIRE the smoke rather than just eject it where it is. Targeted smoke is much more useful because you can support other units better.
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Offline Pac-Fish

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Re: Combat situations
« Reply #143 on: October 08, 2011, 10:20:16 AM »
Another Q. Can Scout Cars be used like Moto bikes or should they just be used for support and securing b/c in the last patch (2.602) they said "Scout Car detection radius increases to 9". Something like that. Can they now be used to hunt down snipers or would you advise against it ??? They seem like Jeeps only bigger :P


Also another Q. When you click to place a mine, you'll notice if you drag your mouse out a chain of mines appear. I always thought this was smart but apparently someone said if you do this all the mines will explode in a chain reaction(literally). Is this true and I should stick to placing mine by mine or can I place a chain of them???


In addition would you ever engage a PG squad alone with a rifleman squad. I treid it and lost :'(. Im not sure what I did wrong but he lost 1 guy and had 2 wounded and I lost 4 :o. I know distance and cover matter but lets say the PG were constantly trying to kite you and the rifleman keep advancing and there was equal cover. Which would win in a(sorta) fair situation like this? Should rifles just wait for reinforcements or chase after them ???
« Last Edit: October 08, 2011, 10:28:31 AM by Fishhunterx »

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Offline GodlikeDennis

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Re: Combat situations
« Reply #144 on: October 09, 2011, 05:33:45 AM »
As PE, I use IHTs or ACs for sniper hunting, never scout cars. The damage they do is pretty pathetic vs snipers. You use scout cars for scouting (duh), back capping and pushing enemy units. They're not too useful otherwise. They can become decent if you lock them down though. Detection radius of 9 is pretty small and I think AC's match that radius. For comparison, the Soviet CS has a detection radius of about 20.

The mines will not detonate in a chain reaction but an out of control vehicle can keep detonating them for no benefit. A single well placed mine will usually do the job well enough but sometimes it can be advantageous to place a line (defending a wide open flank of your MG on ango for example).

A rifle squad will win 1v1 vs a PG squad in most situations. As the numbers increase on both sides though, the PGs will likely come ahead due to killing more and more rifles while they are charging. In the 1v1 battle, try to keep your rifles away from the PGs until you see that he is moving or in unfavourable cover. You have to pick the opportune moment to attack. Never attack stationary PGs in cover. If he's kiting backwards, chase him. He will fire 50% slower with 50% accuray while you will only have 50% accuracy. You do not benefit from yellow cover while moving so you should be able to deal some good damage. Be wary that he is luring you into a trap though.
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Offline Pac-Fish

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Re: Combat situations
« Reply #145 on: October 09, 2011, 05:36:44 AM »
Whats back capping ??? BTW I sorta made up the number 9 for detection radius, IDK the actual 2.601 radius now. I thought AC radius was shortened ???
« Last Edit: October 09, 2011, 05:38:25 AM by Fishhunterx »

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Offline Blackbishop

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Re: Combat situations
« Reply #146 on: October 09, 2011, 06:01:39 AM »
The ac detection radius change was announced and posted as included but IIRC it wasn't.
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Offline GodlikeDennis

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Re: Combat situations
« Reply #147 on: October 09, 2011, 06:02:55 AM »
I think AC detection radius was 18 while scout car had none. If I remember right, both were set to 9 in 2.602.

Nope, just looked it up. Scout car now has 18 detection and AC has 9.
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Offline Pac-Fish

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Re: Combat situations
« Reply #148 on: October 09, 2011, 06:37:18 AM »
With that said (detection=18) should SC be used for hunting or does its gun suck too much to do any real dmg? Whats your opinion ???
« Last Edit: October 09, 2011, 06:38:53 AM by Fishhunterx »

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Offline GodlikeDennis

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Re: Combat situations
« Reply #149 on: October 09, 2011, 07:04:53 AM »
I still just use ACs mostly. IHTs are effective as well because their weapon is VERY effective vs snipers but they don't have very much detection range. If you reveal a sniper with another method (Ketty most likely) the IHT is actually the most effective weapon against them. ACs have frustrating targeting priorities since they'd rather target anything BUT the sniper you're chasing.
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