Company of Heroes: Issues

Piacular

In Cryo Sleep
Excuse this diatribe on this game, which has the possibility of being so great, if only it didn’t have the crippling inequalities between the sides.

The Axis are, by far, the greater team and I’ll tell you why, point by bloody point.

Infantry.

Riflemen vs. Volksgrenadiers. Riflemen do a base 2 damage against infantry and Volk’s do a base 2 against infantry, so far so good. However, very early in the game every member of a Volk’s squad can be upgraded with the MP40, boosting their infantry attack to a massive 7, higher than a machine gun team. Whilst the expensive BAR upgrade for the Riflemen gives them only a puny 5, and only 1-2 members in the squad are equipped with it. Victory 1 for the Volk’s. Secondly, the Riflemen get sticky bombs, Volk’s get Panzerfausts. A fair difference, stickies are cheaper but have a smaller range, however the Allied player has to pay for the upgrade to allow access to them, Volk’s get Panzerfausts for free from the Skirmish phase.

Allied base infantry types are; Riflemen, Machine Gunners, Mortars, and Snipers.

Axis base infantry types are; Volksgrenadiers, Machine Gunners, Mortars, Snipers, Grenadiers, Officer, and Iron Cross holders.

That is a huge discrepancy between the sides, the options open to the Axis player are a lot more varied. Out of the Allied infantry the only Anti-tank capable unit is the Riflemen with their stickies. Axis have Volk’s with ‘fausts and Grenadiers with Panzerschreks.

Also, take the Officer, a neat little unit that can do several things. There is no equivalent on the Allied side.

Anti-Tank Guns.

Axis Pak guns have a wide field of fire with a reduced range, and a special allowing them to cloak.

Allied AT guns have a narrow field of fire, but a longer range and a special that allows them to penetrate armour.

So, fair play it looks nice and even. It so isn’t. The extra range on the Allied guns is essentially wasted, they can’t view the extra distance so a spotter is needed, which is difficult to implement in what is probably a narrow defensive position. The wider field of fire is much more useful, overlapping fire arcs are easier to implement and tanks find it harder to drive past and out of your arc, WHICH HAPPENS A LOT! The special, it costs 50 munitions! Munitions are so hard to come by, and you only get 2-3 slightly stronger hits, (if it doesn’t actually miss in the several seconds it has the ability), it’s pants. The ability to surprise an armoured column with the camouflage is priceless and free!

Light Vehicles.

Puma vs. Greyhounds. These two units… Greyhounds = Anti infantry. Puma = Anti vehicle, even Anti tank with the upgrade. Greyhounds do 5 to infantry and 1 to tanks. Pumas to 1 to infantry and 3-4 to tanks! The Germans do not need more Anti-tank units, the Allies do. Swap ‘em around and I suddenly as an Allied player can build a building that not only gives me access to AT guns, but also a quick response to early Stugs. Everything would be better; the world would be at peace, but no. The Germans get all the good shit.

Halftracks. Both halftracks are upgradeable. The Allies can upgrade with an AA gun (the Germans have no planes), which is supposed to be able to chew up infantry. Ha! One Panzerfausts from a Volk’s will halve its life; Grenadiers in cover will shoot it all day with Panzerschreks rendering the upgraded Allied half-track pointless. The Axis halftrack gets upgraded to either a duel flamethrower beast doing a massive 12 to infantry (the largest damage to infantry in the entire game!), or with rocket artillery. The rocket artillery is essentially a re-usable barrage, which leads me onto my next point…

Indirect fire.

By indirect fire I mean the units which can target an area of the map covered with the fog-of-war.

One of the Allied players biggest problems (of which there are many :eek:), is the lack of mobile long range indirect fire. His only choice is the Calliope. Which is down only one tech tree (and you have to pay a whooping 125 munitions for each use), so if you don’t pick it all you get are short range mortars. The Axis player, the lucky lucky man, gets the upgraded halftrack (which is so good, has a long range and can fire for free every 60 seconds), and the Nebelwerfer. That’s two long range barrage units that can make a mockery of any defence emplacements. Considering the Allies lack of AT units, the fact that the Axis can remove all Allied un-concealable AT guns before an assault leaving only Riflemen and Shermans as a tank defence is ludicrous.

Tanks.

Yeah. Tanks.

Allies – Tank Destroyer, Sherman, Calliope, Crocodile, Pershing.
Axis – Stug, Stuh, Flakpanzer, Panzer, Panther, Tiger, Tiger Ace

Stugs are cheap and available very early in the game, Allies will have only Rifelmen at this point. I need only build one building to get a Stug. To get AT guns or Shermans (the only buildable anti-tank tank) Allies have to build at least 3.

It is also cheaper to get the Stug. Sure Axis have to upgrade states, but that’s not expensive and the state upgrades have lots of far reaching effects allowing access to improved unit abilities as well as buildings.

The Tiger. The abilty that gives you a Tiger gives you a unit of Stormtroopers too. That’s for 1000 manpower. A unit of Storm Troopers on their own is 400 manpower, the Tiger is therefore 600 manpower. WTF? That’s the same price as a Calliope, and the Tiger is >> than a Calliope (a pants, un-upgradable Sherman with an expensive rocket launcher). The Allied equivalent of the Tiger is the Pershing. The Pershing cost 900, and isn’t as strong as the Tiger, it has less armour and does less damage.

Panzers and Shermans are vaguely equal with the Sherman just piping the Panzer. Tank Destroyers are a joke, sure they have the potential to do more damage to tanks than a Sherman but they have NO armour, it must be tinfoil or something because they pop so easily.

Back to Stugs. Stugs have no turret. Oh noes! HAVING NO TURRET IS THE BEST THING THAT EVER HAPPENED TO A TANK IN THIS GAME. Having no turret not only means my profile is smaller but also means my clever little Stug always faces what he’s shooting, which helpfully always points my thickest armour at the target too. I have taken out a Tank Destroyer and a Sherman consecutively with one Stug! They are hard little bastards, dirt cheap and way better than Panzers.

Bunkers.

Allied bunkers, very expensive and only Machine Gun nests.

Axis bunkers are cheaper, and don’t cost precious fuel. The can also be upgraded to different versions. The most useful of which is a repair post, where the guys in trench coats toddle off for miles to repair any damaged vehicle. This is so incredibly useful, why don’t the Allies have an equivalent?!

The Veterancy System.

Allies: Through combat for each individual unit.
Axis: Purchased and permanent.

And here is the clincher, apart from the Axis having more options and being better in Infantry, Light Vehicle, Heavy vehicle and Bunker departments they also get by far the better veterancy programme.

For the price of just 2 Stugs, the Axis player can double the effectiveness of all his tanks. Level 1 = increased speed. Level 2 = machine gunner + decreased enemy munition effectiveness. Level 3 = extra armour(?!?!!), and +20% to hit points.

And that’s permanent. For every tank he produces. Ever.

What this effectively does is reduce the game to a Stug rush. Don’t bother about a doctrine, it doesn’t matter. Just beeline to the Stugs, max their veterancy and mass produce them. Create six or seven and charge. Nothing can stop you. If you’ve put all your resources into power tanks, to stand a chance I have to go all out anti-tank. This is difficult when I have to prepare for any assault until I know your plan.


So, not only does it give his tanks more life, it makes them more immune to standard damage and the reduced munition effectiveness, it affects everything that you pay for with munitions; stickies, AP shots, artillery, the lot. Stickies become pathetic. Instead of 3-4 it’s 5-6. And that’s just for Stugs.

In the end.

I don't even want to get into the Tech Trees, but I'm of the opinion the Allied player has to respond to the Axis player's choice of Doctrine.

I would say that playing as the Germans is fun, there is no fear. Not a single unit the Allies have would concern me. When I play Allies, I'm constantly concerned. Does he have Stugs yet? Can I fight them? Are they Veterans? Does he have a Tiger? How can I get that bloody halftrack launching rockets willy-nilly at my lines?

Sux to be the Americans.

There are actually even more advantages to being the Germans involving unit-building distributions, but you don't need to know about that to see the mis-match.

The Germans won't lose the War this time :rolleyes:.
 

pHatBambi

In Cryo Sleep
Have you posted this up on Planet CoH it will probably take some flaming but the forums get viewed by Relic members and there are some really good points in there.
 

Piacular

In Cryo Sleep
Nope, I'd have to dig a bit deeper and qualify and quantify a few of the points.

I'm sure they've playtested it, how do this things get through?!

It's such a problem, even if the game evens up at the hardcore player end where does that leave the casual RTS gamer?
 

pHatBambi

In Cryo Sleep
Well Relic have happily made balance adjustments to their previous games through patches so hopefully tweaks will be made.
 

Nanor

Well-Known Member
Hmm, Allies have Howitzers! I don't know about anyone else but.. Jeez..

Flakk 88's will own any vehicle and is bloody accurate. But the Howitzers, AFAIK they have unlimited range, just fire, for free, every 60 (?) seconds at the enemy base and they'll have no structures left! And the ones they rebuild will cost quite a bit!

I find StuGs a bit.. meh. They're good, but drop some rangers (which come with Anti-Tank free) behind them and bam!

You shouldn't really be worrying about munitions providing you go Airborne, just drop some heavy weapons and munitions and fuel and fire away.
 
F

Fi$hy

Guest
I disagree, the two armies are suited to differant tasks. The axis are only strong at the end game, the allies are stronger in the early game and get weaker in the end game.

The trick is not to let the Germans tech, and if they do, deny them fuel...

I think what your missing is that the tech tree is important, and as upgrades go. Axis have to research entire sciences. Allies pick and choose their tech....

Anyway, I can only really reply to infantry, AT, and Arty really having little experiance with tanks..

Infantry, I tried to find this massive article with pretty pics on it, but no it's escaped

Basically

Volks V Riflemen - Long Range - Volks win
Volks V Riflemen - Close Range - Rifles win
Volks MP40 V Riflemen - Long - Volks win
Volks MP40 V Riflemen - Close - Volks win
Volks Mp40 v riflemen BAR - Long - Rifles win
Volks Mp40 v riflemen BAR - Close - Rifles win

Why?

Unupgraded units, the Garend fires faster, and so wins at close range
BAR? - BAR has suppressive fire ability... AKA insta pinned

Also, regardless of upgrades, Volks cannot defeat airborne at any range....

Anyway AT

Anti tank guns have a range twice as large as they can see, use a spotter, either troops closer in, or a sniper that's holding fire. Plus AT have an ever so handy "Armour Piercing" ability,


Arty, the only thing you can really do is counter battery fire.. either howies, morters, callilopes or even a set of angry airborne..

From my experiance, generally the game is like this

German Infantry V Allied Infantry - Allies win
German Armour V Allied Armour - Germans win
German Armour V Allied AT - Allies win
German Infantry V Allied AT - Germans win
German Infantry V Allied Armour - Germans win
German Armour V Allied Armour - German win

....
So as Germans, send infantry vs At, send tanks vs infantry
As Allies, send infantry v infantry, send AT against tanks, leave armour to protect the flanks
 

Piacular

In Cryo Sleep
Hmm, Allies have Howitzers! I don't know about anyone else but.. Jeez..

Flakk 88's will own any vehicle and is bloody accurate. But the Howitzers, AFAIK they have unlimited range, just fire, for free, every 60 (?) seconds at the enemy base and they'll have no structures left! And the ones they rebuild will cost quite a bit!

I find StuGs a bit.. meh. They're good, but drop some rangers (which come with Anti-Tank free) behind them and bam!

You shouldn't really be worrying about munitions providing you go Airborne, just drop some heavy weapons and munitions and fuel and fire away.

Lol, howitzers don't have infinite range, Semois is just tiny :). The howitzer shells take a long time to land. So only stationary targets can be hit. Rangers are good, but you need two units to beat a Stug, their front armour is immense. Plus Rangers spend 2/3 of their time aiming and 1/3 missing :D.

I disagree, the two armies are suited to differant tasks. The axis are only strong at the end game, the allies are stronger in the early game and get weaker in the end game.

This sort of shit is so annoying! Why make sides stronger at different times? Can't they be even the whole way through? Whoever is strong at the start rushes = lame. Whoever is strongest at the end has forever to win. It's complete shite, and is no way to balance a game, it promotes inate superiority in one side, anything that belittles a skillful player is pants.

Fi$hy said:
The trick is not to let the Germans tech, and if they do, deny them fuel...

Maps are huge! To try and deny them their near home fuel points is to over extend yourself and leave areas vulunrable.

Fi$hy said:
I think what your missing is that the tech tree is important, and as upgrades go. Axis have to research entire sciences. Allies pick and choose their tech....

Do you know how cheap it is to escalate a phase? The first two are cheaper than the BAR upgrade.

Fi$hy said:
Anyway, I can only really reply to infantry, AT, and Arty really having little experiance with tanks..

Infantry, I tried to find this massive article with pretty pics on it, but no it's escaped

Basically

Volks V Riflemen - Long Range - Volks win
Volks V Riflemen - Close Range - Rifles win
Volks MP40 V Riflemen - Long - Volks win
Volks MP40 V Riflemen - Close - Volks win
Volks Mp40 v riflemen BAR - Long - Rifles win
Volks Mp40 v riflemen BAR - Close - Rifles win

Why?

Unupgraded units, the Garend fires faster, and so wins at close range
BAR? - BAR has suppressive fire ability... AKA insta pinned

Also, regardless of upgrades, Volks cannot defeat airborne at any range....

I've read that too :D. He drew pretty coloured lines on the picture. But they're lies. Airbourne are terrible against infantry and lose every time! In a multiplayer game if you pin my unit I just run away. The BAR is a good upgrade, and may be able to hold Volk's units, but they are my weakest infantry unit and Riflemen your best.

Fi$hy said:
Anyway AT

Anti tank guns have a range twice as large as they can see, use a spotter, either troops closer in, or a sniper that's holding fire. Plus AT have an ever so handy "Armour Piercing" ability,

Arty, the only thing you can really do is counter battery fire.. either howies, morters, callilopes or even a set of angry airborne..

From my experiance, generally the game is like this

German Infantry V Allied Infantry - Allies win
German Armour V Allied Armour - Germans win
German Armour V Allied AT - Allies win
German Infantry V Allied AT - Germans win
German Infantry V Allied Armour - Germans win
German Armour V Allied Armour - German win

....
So as Germans, send infantry vs At, send tanks vs infantry
As Allies, send infantry v infantry, send AT against tanks, leave armour to protect the flanks

German Infantry is better than Allied Infantry, and a Tiger will happily take out 2 AT guns :).

EDIT

Check out this gimp on the Relic forums :rolleyes:. He must be insane.
 

pHatBambi

In Cryo Sleep
As Allies, send infantry v infantry, send AT against tanks, leave armour to protect the flanks

Not sure how you "assault" tanks with AT. You can walk AT guns foward pepper pot style but it takes ages and is not a good option for assaulting.

Not compared to STUG assault.

But you'll find all this out when you play multiplayer. :)
 

PsiSoldier

Well-Known Member
Well, in all fairness, I think the Allies should NOT be stronger than the Axis, and only win by mass production & tactical strikes (paratroopers, spec op.s etc.).

I can't think of any WW2 RTS that has actually taken into account that the Allies only really won by out-producing the Axis powers. =/

And how Allied equipment is more expensive is beyond me, unless it's Relic's way of *simulating* the shipment and stoof.
 

Ronin Storm

Administrator
Staff member
GNP and factory output is all part of a strategic viewpoint. Very few RTS games bother to look above tactical layer play, though a few of the more detailed (and often fringe) productions go for operational views. Hearts of Iron, IIRC, goes into strategic layer play. Korsun Pocket, for example, looks at operational layer play. CoH is very much a tactical-only game, so bearing in mind the strategic layer for that kind of game really gets way out of scope.
 

HotStuff

Member
Just played this game for the past 3 hours in single player campaign mode on Hard level and got by the 1st 2 maps. Am I any good?
 

PsiSoldier

Well-Known Member
Can't tell if your good untill you do Multiplayer.

Can you single handedly take on 3 opponents? If so, you're good :).
 

Piacular

In Cryo Sleep
Just played this game for the past 3 hours in single player campaign mode on Hard level and got by the 1st 2 maps. Am I any good?

Damn right you are, you know that you're... hot stuff... *ahem*

But yah, Psi is right, multiplayer is a whole other kettle of fish. Besides, in the first 2 single player missions don't you have infinite units? :).

... Can you single handedly take on 3 opponents? If so, you're good :).

Pfft, you wouldn't be good, you'd be great Godly fantastic :D.
 

PsiSoldier

Well-Known Member
What's wednesday? Is that when you get your lie detecter?

No lies, I can also pull off this amazing feat in Blitzkrieg 2 :).
 

thatbloke

Junior Administrator
So in reply to the thread title... I have an issue with this game. I can't play it! Never really been any good at RTS games due to the fact that you need to be doing 5 different things at once.

But this is the first game I have seen that does not support my Graphics card... the game runs damn slow on my Radeon 9800 and takes about 90 seconds (at least) to load a sodding map (on the demo)!

So this is one game I will not be getting for a while :(
 
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