Garrison your troops. this was important in CoH2 and as far as i can tell is even more important in 3. Love seeing CoH content. Also, 1v1 is super hard. 3v3 is sweet spot imo. esp coop w buddies
The RPSLSp example is perfect to explain the skill floor for Company of Heroes as a whole. I've found even Dawn of War 2 was an easier time to get into, even though ostensibly it was the same type of game. But maybe that's because I had more of an understanding of what Warhammer 40k units could do in the table top and could apply that to the units in-game, as opposed to the WWII pieces at play here.
I'm pretty much new to the series and it's very fun. The non stop action is kind of exhausting but I don't think any other rts I've played compares as far as moment to moment enjoyment goes.
There is one golden rule in company of heroes. You dont drag select all your units and blob up. You individually select every unit and put them in different cover.
Control points is probably also contributing to the exhaustion and difficulty problems Sean is facing. There's a constant pressure to expand starting from the first second of the game, and seemingly very little downtime during which you can feel comfortable doing just one thing.
I wonder if someone who is very familiar with realistic military tactics games would be able to use their understanding of WWII armaments and their common interactions/uses to overcome the difficulty of abstraction Sean is talking about. For example, I picture Beaglerush on playing this for the first time and whipping up a somewhat sensible game plan as soon as he knows the controls and tech tree basics. Could be wrong though.
Having WW2 knowledge does help, at least in quickly identifying weapons and vehicles, and having a general idea of their capabilities (or the game's interpretation of it). Like I can know offhand that the StuG III G makes an effective tank destroyer but the StuG III D is more of a mobile howitzer for infantry/weapon teams/buildings and not effective against tanks. I know that both of these StuGs have enough armor that infantry small arms and machine guns are not a threat to them, but the Marder III with its paper-thin armor is another story.
Having never played a CoH game before, watching this video, I believe that the main issue Sean is having is how fast and mobile all units are compared to the compactness of the maps. Even the slowest units can traverse from one end of the map to the other in under a minute. If your opponent has just three groups of units they can bounce around the map, then every twenty seconds or so, some new threat is emerging in a new location for you to deal with. I assume in pro games, that's where a lot of the skill is. To pick an arbitrary number, if the speed of all the units were 33% of what they currently are, or if the maps had three times the negative space between points, I think most of Seans comments about the difficulty learning and the abstractness would never have come up. Not claiming that would make it a better or worse game, I just think it's intresting that something fairly easy to overlook can have such a profound effect on people new to a game.
COH3 is out now! Check it out on Steam: l.sega.co.uk/c/sm1nlc
This series was awesome. Hope to see more of this and more RTS in general
Garrison your troops. this was important in CoH2 and as far as i can tell is even more important in 3. Love seeing CoH content. Also, 1v1 is super hard. 3v3 is sweet spot imo. esp coop w buddies
you should give this game another try, they recently rebalanced almost everything and it is currently feeling really good
The RPSLSp example is perfect to explain the skill floor for Company of Heroes as a whole. I've found even Dawn of War 2 was an easier time to get into, even though ostensibly it was the same type of game. But maybe that's because I had more of an understanding of what Warhammer 40k units could do in the table top and could apply that to the units in-game, as opposed to the WWII pieces at play here.
I'm pretty much new to the series and it's very fun. The non stop action is kind of exhausting but I don't think any other rts I've played compares as far as moment to moment enjoyment goes.
Hope you keep making CoH content!
There is one golden rule in company of heroes. You dont drag select all your units and blob up. You individually select every unit and put them in different cover.
I got my missile launcher right here
return of the obra dinn is so good man
Wanted to see you get into coh for ages! Pls play more. Git gud 👍
I really don't like how point control matches have become the standard in a lot of games.. they feel un-epic.
Control points is probably also contributing to the exhaustion and difficulty problems Sean is facing. There's a constant pressure to expand starting from the first second of the game, and seemingly very little downtime during which you can feel comfortable doing just one thing.
Oof, that strafing run taking the sniper out. That was painful! That sniper was able to deal with the machine gun!
Per the loading screen, there's something uniquely terrifying about a Nazi in shorts.
Oh man, this is perfect example why COH needs tutorials xD
I wonder if someone who is very familiar with realistic military tactics games would be able to use their understanding of WWII armaments and their common interactions/uses to overcome the difficulty of abstraction Sean is talking about. For example, I picture Beaglerush on playing this for the first time and whipping up a somewhat sensible game plan as soon as he knows the controls and tech tree basics. Could be wrong though.
Having WW2 knowledge does help, at least in quickly identifying weapons and vehicles, and having a general idea of their capabilities (or the game's interpretation of it). Like I can know offhand that the StuG III G makes an effective tank destroyer but the StuG III D is more of a mobile howitzer for infantry/weapon teams/buildings and not effective against tanks. I know that both of these StuGs have enough armor that infantry small arms and machine guns are not a threat to them, but the Marder III with its paper-thin armor is another story.
More RTS's!! Yes!
Love to see you play Coh3. More pls!
Husky did a video on this game. I would love to see you two collab. Idk if you guys friends or not. I know he had a falling out with a bunch of people
Husky is doing stuff again? Man, that name brings back some memories.
Having never played a CoH game before, watching this video, I believe that the main issue Sean is having is how fast and mobile all units are compared to the compactness of the maps. Even the slowest units can traverse from one end of the map to the other in under a minute. If your opponent has just three groups of units they can bounce around the map, then every twenty seconds or so, some new threat is emerging in a new location for you to deal with. I assume in pro games, that's where a lot of the skill is.
To pick an arbitrary number, if the speed of all the units were 33% of what they currently are, or if the maps had three times the negative space between points, I think most of Seans comments about the difficulty learning and the abstractness would never have come up. Not claiming that would make it a better or worse game, I just think it's intresting that something fairly easy to overlook can have such a profound effect on people new to a game.
Please play more
Multiplayer is pure nightmare. Won’t touch it with a 10 feet pole…
The graphics look like a mobile game
Wow that is high graphics? Looks worst then original COH
Noob
Everybody is a noob when they start out.
@@HJKampe he didn't start out he played CoH2 too