What other objects in Coh3 can be destroyed if you A-Move them?
I have heard streamers saying you cant destroy some cover objects.
I have seen Flame squads destroy items when attacking ground.
I have seen random items get destroyed from small arms fire. Things that should never be destroyed by small arms fire like 3 story fuel cells, walls, etc. This is a major problem for mappers and game play in general.
So it seems like most item are easily destroyed (too easy) but items are not targetable? Is that a word?
Usually the attack move thing only works if it's an "entity", I.E. something owned by a player, the AI, or the world. If you left click on it and it has a name, you can attack move on it. Works for things like sandbags too (at least in CoH 2). |
Thanks everyone. I never would have thought to "attack move" a de-crewed weapon!
I most likely wouldn't have either if I hadn't learned about the attack move tech in a tightrope gaming CoH 2 micro tips video. |
Yeah, very simple trick.
While using AT gun/ Tank/ Bazooka-equipped Squad:
1.) Press Q.
2.) Left click on teamweapon.
3.) Wait until destroyed.
Hope this helps! |
Hmm today I will tell you all about a game that I've never actually played. |
I don’t know how you guys play this, but looking at CoH3, CoH2 is an ideal game. CoH3 is just total spam, spam and spam is 1000 times worse than CoH2, there is no concept of combined arms combat here at all. And this was created by the top players in the Company of Heroes. Disgraceful.
Teamgames, yes. 1v1s and 2v2s? No. |
Playing vs. AI works pretty well for me. Joking but also serious.
Theoretically, the right play is to contest the field to the best of your ability, putting constant pressure so that they can't build.
More realistically, if you get pushed off the field and they can get a bunker built and you can't field a howitzer or the indian mortar, then I think it would be best to shift your army to the flanks, supporting your teammates in order to make a breakthrough, then try to destroy the bunkers from behind later.
Hopefully all the manpower spent on static defenses means that their infantry isn't up to snuff in a battle where you aren't in the crosshairs of a bunker MG.
Outside of the pak howi and indian arty, AT guns and squads equipped with bazookas (standing behind the bunker ofc) are the most efficient counter to bunkers, I think. If they don't have good indirect, then you can simply use scouts to give sight to AT guns while they demo the bunkers.
Of course, this is a 4v4 strategy, and also I'm like rank 1,000+, so take what I say with a grain of salt. |
Technically they're medium tanks. The announcer even says so when they arrive on the field. It's "italian medium" tho so I guess it doesn't count. |
So? We are playing CoH here, not C&C. CoH always has been about unit preservation and few units on the field, not "spam many units and just charge in" rock paper scissors style like C&C
It's like releasing a new Battlefield or CoD but now the only gamemode has building enabled because "it works and is successful in Fortnite"
The "big tanks big explosions" formula worked perfectly in CoH1 & 2 teamgames, and fiddling with this was a bad mistake
Have to agree. The whole reason I play CoH over shit like Starcraft 2 (or whatever its called) or Age of Empires is because I have more fun with the tactics part more than the "ooga booga me build worker to mine fart gas and unobtanium crystals to build 100 flying units and A move them to enemy" part.
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I am a mega noob as everyone knows, but I'll chime in on one specific topic.
- Dont use elevation near important points?
As long as the elevation isn't insanely easy for one side to reach while the other has a more difficult time of it, I think it's fine.
After all, you always hear about it being important to take the high ground, right?
Definitely it's a matter of making it an interesting space to fight over, with the added benefit of having an easier time holding the important point. Symmetricality (if that's a word) seems to be the way to go.
Bottom line is that I think they should either A.) have to fight over it to gain the height advantage, or B.) it's a height advantage close to base, symmetrical to the other player.
A good example is in the newer 4v4 map. There's a hilly area that overlooks the VP; there's a lot of cover leading up to it, and if you take it, you're rewarded with a position overlooking the VP. |
Yeah I think that if you asked all the ppl who got the premium edition RIGHT NOW "would you still have bought the premium edition if all you got were these two battlegroups" NOBODY would have said yes lmfao |