![]() "They will follow the same kind of guidelines that we had previously in the franchise, but they're both very unique, very new, in terms of what they bring to the table. "The veterancy systems are very new," senior designer Will Ward explains. We've got a brand new theatre, as you know, and we're hoping to tie in both narrative gameplay and all these other things, all these elements, to craft a larger, deeper story."Įxecutive producer David Littman told me that even the setting itself, the Italian campaign, was partly down to the player council And I think when it comes to Company of Heroes 3, we're returning to this exact phrase, that every battle does tell a story, but we want to just tell a richer, deeper story that's more vibrant. "This is a nice way of encapsulating the series. "This came from Quinn Duffy, our original design director on Company Heroes 2," lead gameplay designer Matt Philip recalls. 1v1 feels a bit more of a mobile game style than bigger team games though so possibly not a perfect comparison.There are some significant additions to the Company of Heroes formula this time, not least of which is the huge dynamic singleplayer campaign, but despite this Company of Heroes 3 is more iterative than revolutionary-yes, there's plenty that's new, but it's all building on familiar foundations, following a vision for a World War 2 RTS that Relic has nurtured over the last 15 years.Īt the centre of this vision is the concept that every battle tells a story. I tend to go breakthrough in 1v1 if I see the mg drop in early which works fairly well. Haven’t played much team stuff myself so take my advice with a pinch of salt, I have watched a fair bit on stream with organised teams though and that’s the general idea they tend to go with. The other problem you’ll probably be having is it’s just you and one other friend playing with a couple of random teammates, you’ll likely be playing against a full team on mic’s some of the time. Kettenkrad with the cable upgrade or other resource options are pretty key if you’re likely to be struggling on that front too. Luftwaffe could work too I guess, fallschrimjager and pio drops can be a decent disruption tactic and both units are more than a match for mainline allied units. Other than that maybe try to double team one player to push them back then try to entrench so they can’t just reform the line easily. Stummels aren’t bad if not, but AT guns will take them out quick so you have to be careful with them. Neebelwerfers will wreck anything stationary if you can hold out long enough to get them. Mortars are probably safer but obviously they’ll need mg’s protecting them from rushing riflemen. Snipers are a decent counter if you can stop them dying, definitely got over nerfed in the last patch though. ![]() The US mg has quite a narrow firing arc and requires some micro to hit everyone unless your infantry is fairly close together. ![]() Use a lot of smoke from jägers or mortars, or point blank stug shots if you go with the other building, lots of bundle nades for garrisons, spread everyone out to attack from as many angles as possible. That battle group also has the stosstruppen call in who are immune to suppression at vet 1 if you use their ability, which is very useful against mg’s. They’re decent in the first minute or two but get less useful as your infantry vets up I find. Maybe go breakthrough and get the grens mp40s asap to deal with the engineers. At least it usually means less double bar rifles though I guess. Yeah that call in really needs to be 1cp or start on a cool down in the next patch.
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