Company of Heroes: Eastern Front

Author Topic: Combat situations  (Read 444281 times)

Offline Pac-Fish

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Re: Combat situations
« Reply #195 on: October 25, 2011, 04:36:25 AM »
Wow. Queueing up orders is really important for cutting back on micro.

I'll have 2 try this next game :P. How's it work? The minute one order finishes the next order takes place ??? Im just guessing :P

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Offline Cranialwizard

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Re: Combat situations
« Reply #196 on: October 25, 2011, 04:38:14 AM »
Wow. Queueing up orders is really important for cutting back on micro.

I'll have 2 try this next game :P. How's it work? The minute one order finishes the next order takes place ??? Im just guessing :P
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Offline GodlikeDennis

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Re: Combat situations
« Reply #197 on: October 25, 2011, 04:44:03 AM »
Yeah exactly like that. Queueing is most useful for capping at all stages in the game and vehicle reversing like we mentioned. You can even queue a retreat order, so you can order a unit to cap a point under fire and queue a retreat. The retreat will occur the exact instant the cap finishes, which can minimise the damage you take.

Queueing can also sometimes be handy when sniping, since you can queue up the exact units you want sniped. It's only really useful when you REALLY don't have time to do it yourself though. The only other practical use I can think of is movement orders, if you need to plan a flank beforehand or want to retreat without running through enemy territory etc.
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Offline Cranialwizard

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Re: Combat situations
« Reply #198 on: October 25, 2011, 04:46:05 AM »
Yeah exactly like that. Queueing is most useful for capping at all stages in the game and vehicle reversing like we mentioned. You can even queue a retreat order, so you can order a unit to cap a point under fire and queue a retreat. The retreat will occur the exact instant the cap finishes, which can minimise the damage you take.

Queueing can also sometimes be handy when sniping, since you can queue up the exact units you want sniped. It's only really useful when you REALLY don't have time to do it yourself though. The only other practical use I can think of is movement orders, if you need to plan a flank beforehand or want to retreat without running through enemy territory etc.

I suppose you can use it for Attack-Move Orders along with finding cover. Moving elite units from one piece of cover to another terminating enemy units along the way. I also use it once pios/engies are done capping to double back to base and build the new buildings and get back out there to fight.
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Offline GodlikeDennis

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Re: Combat situations
« Reply #199 on: October 25, 2011, 04:52:36 AM »
Oh, building buildings and especially mines is way easier when using queueing.
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Offline Dann88

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Re: Combat situations
« Reply #200 on: October 25, 2011, 06:44:57 AM »
But we can't queue the retreat. Painful experience :P
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Offline GodlikeDennis

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Re: Combat situations
« Reply #201 on: October 25, 2011, 11:41:37 AM »
Yes you can.
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Offline Dann88

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Re: Combat situations
« Reply #202 on: October 25, 2011, 02:19:30 PM »
how? Shift + retreat button? ???
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Offline GodlikeDennis

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Re: Combat situations
« Reply #203 on: October 25, 2011, 02:39:28 PM »
Yes. Very useful when capping under fire, retreating engies at the end of a cap sequence to return to build buildings or capturing a weapon and retreating ASAP.
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Offline My Name Is Ante

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Re: Combat situations
« Reply #204 on: October 25, 2011, 03:53:37 PM »
Just remember to hit Shift Key...
I mostly failed to queue it because I miss the Shift and hit Caps or Ctrl instead... :P
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Offline Pac-Fish

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Re: Combat situations
« Reply #205 on: October 25, 2011, 11:51:54 PM »
Hey if you shift key retreat and then something else, will the infantry retreat and then try to perform that action? For example the minute they get back to base they try to cap a point outside :P

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Offline GodlikeDennis

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Re: Combat situations
« Reply #206 on: October 26, 2011, 06:08:07 AM »
Only if you have another queued command before retreat, since retreating will instantly deselect your unit. You can use engies to cap a few points, retreat to base, and start building something all from commands issued in the first 20s of the game.
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Offline Pac-Fish

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Re: Combat situations
« Reply #207 on: October 27, 2011, 01:14:17 AM »
I have another Q. Do you recommend getting 2 engie squads as Ami vs PE? I always do and I actually got a few kills with them even w/o flames :o. But that was just luck. I read somewhere that 2 engies in the beginning is just not worth it. Is this true ???

Also I heard that MP40 against Tommies negate their armor. Is this true also ???

Edit: And one more thing. I was on the GR forum just to see what other ppl in COH have 2 say about gameplay. Apparently they find that cheat is a really big problem. I haven't been in a gme where some1 cheated and if they did I wouldn't really know cause I don't watch replays often. Is this true  ???. And who is this person named 12azor?
« Last Edit: October 27, 2011, 02:40:56 AM by Fishhunterx »

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Offline SnappingTurtle

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Re: Combat situations
« Reply #208 on: October 27, 2011, 02:53:58 AM »
I've found that one vanilla engi squad vs one vanilla panzergrenadier squad can be a decent match up if you catch the pgrens in the open, get in close, and force them to run backwards away from you.
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Offline GodlikeDennis

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Re: Combat situations
« Reply #209 on: October 27, 2011, 05:19:54 AM »
12azor is a very popular personality over at GR. He's well known for being a funny asshole type of person and people like it. He's not as good a player as many high level players but is still pretty good.

People exaggerate the number of cheaters. However, higher level players sometimes cheat because of their obsession with the leaderboards. Several TOP players have been caught cheating and banned by Relic. The most common cheat/hack is a maphack which removes FOW while you play. You shouldn't really worry about it though. If it happens, it happens. Otherwise, just play the game properly.

MP40s do NOT negate tommies' armour. MP44s do though. MP40s are still useful against Brits because of the crazy dps they can pump out, however flamers are usually a better investment so you can use them vs emplacements/trenches.

Engies are really good vs PGs, not only with flamers, but with their main weapons too. A 140mp engi squad can potentially beat a 255mp PG squad if used right. Add a flamer to the mix and it's GG PE. It used to be that PE would get steamrolled by a horde of BARed rifles and flamers moving as a huge blob. Since the buff of the G43, the PG blob is substantially better. Unfortunately, many PE games just turn into blob vs blob. Flamers are very useful at this point.

2x Engies also allows you to cap faster and have more engies available for building/repairing your fast vehicle (fast vehicle is ALWAYS useful vs PE). Whoever said that about the engies gave you bad advice IMO.

1 engi - 5 rifle is a sometimes useful strat on high muni maps, like sturz, where you can go infantry doc and spam mines. This is sometimes effective against PE but I only ever use it against Wehr myself. It's too risky against PE's possible shock units IMO.
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