Best Practices for Company of Heroes 3 in 2024

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  • เผยแพร่เมื่อ 25 พ.ย. 2024

ความคิดเห็น • 27

  • @Ogema-1
    @Ogema-1 3 หลายเดือนก่อน +20

    Some Brass Tacks:
    -Yellow cover decrease receive accuracy by 1/2 and Green Cover decrease damage by 1/2, so you get about 50% reduced damage in YC and 75% in GC. This apply only to small arms fire, so explosions and flames (actually double damage) this is not true and its also gets negated by flanks since cover directional and model needs to be in cover, cover blobbing will mean some units don't get cover. 3 Sandbags is needed for cover but 2 sandbags is often the practical limit to build on neutral points, Allied Tank trap can provide about 2 sandbags worth of cover. Its easier to wire off cover then build them. Stationary vehicle and vehicle wreak also provides green cover. A unit firing on another unit within 10 distance ignores cover bonuses.
    -Healing and Hard AT is especially hard for USF, the main problem is the Support Centers which is mandatory and cost 30 fuel, teching for grenades also puts you down 15 fuel, this puts you behind Hard AT by 2-3 minutes depending on the faction and with a lack of alternative healing often it to keep the aggression flowing by grabbing healing early. This puts you down at least another minute for hard AT.
    -WM healing option are "HQ healing upgrade", vetting up grenadier normally to veteran 1, medical bunker, or "Install Officer Quarter" upgrade to vet all T1 units. The medical bunker cost 200 manpower and 70 munitions, a bit expensive but its fuelless, can be built outside the base zone, and provide 2 medics to give free reinforcements, DOES NOT provide a retreat point. Injured soldier spawn for every 6 casualties, medic is one of the only few ways to directly increase manpower economy.
    -There a lot of emphasis on fuel but this is due to the high demand for powerful competing upgrades,early vehicles, and teching. Manpower doesn't scale very much between high tech unit and low tech unit, making low tech unit very expensive once medium tanks are available. In the late late game when all the teching and upgrading is done manpower becomes the main bottleneck. This is why medics,decrease manpower cost for reinforcement, and war-machine are very powerful in that stage of the game. Munition tends to be overlooks with players not seeing it as a cost but it a very powerful resource that lets you win engagement and often break defensive lines or make your infantry better through upgrade making them "elite" without increasing reinforcement cost.
    -Be careful with floating resources as its an indication of inefficiency somewhere, munition is understandable for big strategic purposes, but resource unspent at the end of the game is resources wasted.
    -The way that AT works in this game is that they have very low accuracy, Zook's hit chances is 3.63% chance to hit, accuracy is multiplied by the "target size" a P4's TS is 20, infantry is TS 1, the Dingo is 10.6. This is why small arms fire never miss the but instead "bounce" off Dingo's armor, the formula is Penetration/Armor so you have a 1/4.5 odds of damaging the dingo with non-MG weapons, a bolt action with a 60% odds of hitting a dingo will have 606% chance to land a shot but a bazooka will only land one 38.6% of the time, against a P4 its 72.6% of the time. ATG have almost a 5% chance of landing a shot, AT Rifles have high accuracy 25.3% chance to hit so they don't miss against light vehicles. Most soft AT often have "good enough" penetration against all light vehicles the issue is range and move speed but unlike zooks and boys PJ have camo and the 250HT, the flak 30 will beat out most lights except Stuart which is the most armored light vehicle. Also team weapon and sniper have a target size 1.33 meaning they designed to hit more often. It worth noting that accuracy bonus will improve you odds of landing a AT shot.
    -Most vehicle often function well within their class countering each other armor but its important to keep in mind that ATG have 60 range and cost no fuel. Losing a light vehicle without a ATG can often leaves you up deep shit territory. AT is useful just as much to zone and require your opponent to respect its area of influence as much as its to score kills.
    -A hit doesn't always result in damage in the case of "bounces" which is P/A, Armor is an evasion stat not a damage reduction stat, all shot that penetrate does full damage unless another variable is involve like "Improvise Armor" reducing handheld damage, a "bounce" result in no damage a miss results in a scatter and can still damage things if the AOE splashes onto something.

    • @Turtlewar
      @Turtlewar  3 หลายเดือนก่อน +5

      @@Ogema-1 everybody read this and take notes!!! This man knows his stuff and you should all be aware of the hidden mechanics this game doesn't directly teach you. Like unit size and accuracy, etc. all the things he touches on!

    • @Ogema-1
      @Ogema-1 3 หลายเดือนก่อน +5

      @@Turtlewar Here's something for you, did you know that half the Humbar's anti-infantry damage is from its coxial machine gun. You can kite things with the autocannon at 40 range but if you want the coaxial to shoot you must be within 35 range. This is also true with the 8rad.
      The humbar armor was buffed to 25 in patch 1.6.0 with the intention of countering 8rads and Flakvierling...the numbers seems to suggest form a DPS point of view to be true but not so much it trades with an 8rad and loses to a Flakvierling when adjusted for health total. Tactically, that extremely suspect but something to think about if those things are half health. It got 20 penetration, good ROF, and 55% accuracy.

  • @BennyAtia
    @BennyAtia 3 หลายเดือนก่อน +11

    Love it thanks, tutorial vids in coh3 are so important and missing for the community, appreciate the knowledge sharing, if you can do next a more personal approach on your own game replay analysis sharing what you had in mind and why you decided certin decisions, that is golden in my opinion, personally i will really appreciate it, i'm sure many will too.

    • @Turtlewar
      @Turtlewar  3 หลายเดือนก่อน +3

      @@BennyAtia thank you man! I need to do something like that, good idea!

    • @BennyAtia
      @BennyAtia 3 หลายเดือนก่อน +2

      Thanks man! Looking forward to it so much! ​@@Turtlewar

  • @criss26565
    @criss26565 2 หลายเดือนก่อน +3

    Would love to get more stuff like this!!! Would like to see gameplay! And see if you can walk us through the game while you’re playing! And your decision making :)

    • @Turtlewar
      @Turtlewar  2 หลายเดือนก่อน

      @@criss26565 thank you man! I try to post videos of most matches I play. Or any match that I think would be beneficial to watch. Some with commentary some without. Let me know if you're looking for something specific!

  • @dragonltu8349
    @dragonltu8349 9 วันที่ผ่านมา +1

    i will say overall what you mention on build orders i also find same things as you mention
    but i will say playing dak is tricky and i will share one build order
    and that is just building panzer pio instead of panzergranadier ( as i find it is better for your manpower economy and tier 0 units in general specailly dak )
    panzer pio has similar dps as panzer grens ( you can think of 2 panzer pio = one panzer grenadier and in most fights it is true and aslong you have 2 panzer pio vs every one rifle or section you can beat them up and win fight while losing less per model and chance to lost manpower )
    and you can scale them by giving them flamer trower / grenade launcher for that sweet free smoke and just do tiny bit more damage vs units in cover
    but i find having 2 flamer pio 1 grenade launcher and one sweeper is balance upgrade to give them to your panzer pio
    also on side note you can still build panzer grens after 4 panzer pio or assault gren for more better 1vs1 infrantry fights and diversity and also if you expecting light vehicle
    you can follow this build in way 4 panzer pio + krad it can be first unit ( forgot to mention at start ) ( for big maps it can be good and specialy 1.8 update + combine arms and vision etc. just forgot to mention ) and then tech get panzer jagears for at and then rest it up to you really ( at which i just save for lieg or med truck or so depending on what you need and what not )
    and it works vs both usf and brit faction

    • @Turtlewar
      @Turtlewar  9 วันที่ผ่านมา

      @@dragonltu8349 great points!! I agree, panzerpios can be very strong and serve as mainline. I need to use them more. I usually make panzergrens for the snares but pios would give me more diversity

  • @minmean3016
    @minmean3016 3 หลายเดือนก่อน +5

    Here's thoughts about brits, IS are so bad without bren, but 100 muni means they won't do any good cause light armors wreck havoc, I just go triple dingo to win any fight out of city, easy gang up with teammate, then spread them in base to heal me and allies delay the need for heal station, 2 AT gun with 3 lmg commando to be a beast in frontal engagement and when tier 4 tech finish refund 3 dingo for 800 mp that result in 6 cheap 150 auto built caches or whatever else you need like indirect

    • @minmean3016
      @minmean3016 3 หลายเดือนก่อน +2

      In case you guys don't know how good lmg commando is, 100 mini section bren does 10 DPS at max 35 range but decreases to 9 after that, gurka bren peaks at 22 range for 10 DPS but suffers closer and longer than that. Lmg commando Vickers K does 10 DPS Minimum at max range, then INCREASE to 15dps at 14 range, then keeps at 14 DPS even point blank, that's double bar point blank DPS...

    • @minmean3016
      @minmean3016 3 หลายเดือนก่อน +2

      And just in case you still can't win infantry war, use all the mini you saved from weapon upgrades to spam assault flare, and all the muni from cache for incendiary bombing run

  • @reinach77
    @reinach77 3 หลายเดือนก่อน +4

    The fact that other buildings than hq can reinforce isn't even metionned in the game. They don't have the icon and the range like the hq does. I also noticed that auto reinforce isn't triggered if you units is in range of your building but not in your territory

  • @logan5plays
    @logan5plays 3 หลายเดือนก่อน +2

    Really good points! I've played a fair few games, but this made me think more about the builds and the counters well done! Keep up the good work!

    • @Turtlewar
      @Turtlewar  3 หลายเดือนก่อน +1

      @@logan5plays thank you Sir!

  • @matsbjornstrom
    @matsbjornstrom 3 หลายเดือนก่อน +2

    Great vid! Even as a Wehr main :)

  • @dropsboms6153
    @dropsboms6153 3 หลายเดือนก่อน +3

    Great informative video, please do more thanx for yr time n effort

  • @brycepss
    @brycepss 3 หลายเดือนก่อน +1

    I'll take these tips into account when I play you again. Good vid! 🎉

    • @Turtlewar
      @Turtlewar  3 หลายเดือนก่อน

      @@brycepss GGs out there man!

  • @Rather.Splended.Cromwell
    @Rather.Splended.Cromwell 3 หลายเดือนก่อน +2

    the weasel can provide healing for the Us faction

  • @KoffietanksGamingHeroes
    @KoffietanksGamingHeroes 3 หลายเดือนก่อน +1

    yoo buddy!! Good tips for the randoms ^^

  • @gsggodwin
    @gsggodwin 3 หลายเดือนก่อน +1

    nice tips! ty. what rank are you? what factions do you play the most?

    • @Turtlewar
      @Turtlewar  3 หลายเดือนก่อน

      @@gsggodwin I play Brits the most, I'm gold 2 in most modes. I'd say I'm a very strong 1400-1600 player. DAK is my 2nd most played and I'm 1300ish in most modes. I play alot of team games with friends so my 1v1 rank is low for all factions

  • @JamesBrennan-o9r
    @JamesBrennan-o9r หลายเดือนก่อน +2

    What is your screen name on coh3

    • @Turtlewar
      @Turtlewar  หลายเดือนก่อน

      My name is Turtleboy on coh3

    • @JamesBrennan-o9r
      @JamesBrennan-o9r หลายเดือนก่อน

      @@Turtlewar ok , I think we may have played