History VideoGame / CompanyOfHeroes

26th Apr '16 4:04:12 PM thatmadork
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** The Eastern Front mod adds Russians (Horde) and Ostheer (not released yet).

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** The Eastern Front mod adds the Russians (Horde) (Horde early game, Powerhouse late game) and the Ostheer (not released yet).(Subversive but in a more "sneaky" and "technical" sense).
17th Apr '16 10:42:37 AM TheFarmboy
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Added DiffLines:

** Volksgrenadiers from the first game as a whole are these. Even their commander is dismissive on them.
--> '''Schwimmwagen driver''': No Volksgrenadiers allowed, they cannot swim.
--> '''Hotchkiss Tank Commancer''': I much rather drive a France Panzer than serve as a Volksgrenadier.
--> '''Grenadier Squad''': This half-track smells like Volksgrenadiers.
27th Mar '16 1:45:34 AM IncognitoNinja
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** The AI doesn't understand how the territory system works, and will often capture points that are far ahead of their own lines and completely useless to them.

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** The AI doesn't understand how the territory system works, and will often capture points that are far ahead of their own lines and completely useless to them. While it's possible that they do this in order to cut off the flow of resources from their opponent, in practice, their attempts look half-assed (more so if their opponent knows how to counter them and recapture that territory).


Added DiffLines:

** In the second game's skirmish mode, your ally AI[[labelnote:note]]at least on "Standard" or lower[[/labelnote]] won't bother to reinforce its depleted squads even if you park an unupgraded half-track close to them so they can do so. It also closes in its ranged infantry squads (those that use bolt-action rifles) against infantry who do better at close range (e.g.: [[Main/CannonFodder Osttruppen]] closing in against [[Main/EliteMooks Shock]] [[Main/MoreDakka Troops]]). It also won't respond to the human player's requests to attack (in this case, represented by an "Attack Here" ping) or recapture a certain point taken by the enemy and has no concept of "[[Main/DefensiveFeintTrap luring in the enemy]]" towards the human player's prepared positions that can easily deal with the threat. What makes the last part {{Egregious}} is that the enemy AI can and will do defensive feint traps on occasion, but when the AI is allied with a human player, they go from brilliant to brain-dead--and this happens even if both ally and enemy AI are set at the same difficulty level at the start of the game.
18th Mar '16 11:14:29 AM MarqFJA
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* TechnologyLevels:

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* TechnologyLevels:TechTree:
18th Mar '16 10:53:23 AM MarqFJA
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* SubsystemDamage: Vehicles can have their engines damaged or destroyed, have their main guns blown up, or have their cupola gunner killed. The first two can be fixed, but the gunner is gone for good.

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* SubsystemDamage: Vehicles can have their engines damaged or destroyed, have their main guns blown up, or have their cupola gunner killed. The first two These can all be fixed, but fixed by assigning an engineer squad to perform the necessary repairs on the afflicted vehicle. Yes, even the dead gunner; persumably the engineers are merely fixing the cupola itself (which logically has to have suffered extensive damage) while a new gunner is gone for good.requisitioned.
18th Mar '16 10:34:31 AM MarqFJA
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** The Panzergrenadier squad leader in both games sometimes refers to his squad as Schützen, which was what the Panzergrenadiers were called before they were renamed in 1942. It also serves to characterize him as an experienced solder to stick to that.

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** The Panzergrenadier squad leader in both games sometimes refers to his squad as Schützen, which was what the Panzergrenadiers were called before they were renamed in 1942. It also serves to characterize him as an experienced solder soldier to stick to that.
18th Mar '16 8:19:38 AM MarqFJA
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* NoSwastikas: Anything that could have a swastika on them are replaced by Iron Crosses instead. Also, the word "Nazi" isn't even mentioned anywhere in the game at all, being replaced by other terms like "Kraut" (by Americans) and "Jerry" (by the British, although the Americans sometimes use it too).

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* NoSwastikas: Anything that could have a swastika on them are replaced by Iron Crosses instead. Also, the word "Nazi" isn't even mentioned anywhere in the game at all, being replaced by other terms like "Kraut" (by Americans) and "Jerry" (by the British, although the Americans sometimes use it too).



* NotUsingTheZWord: The Germans are never referred to as "Nazis" in the first game, while a few lines from Soviet units in ''2'' call their German adversaries Nazis.
18th Mar '16 6:53:43 AM MarqFJA
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* ColourCodedForYourConvenience: Next to the usual RTS blue/red colour scheme, each faction their own set of identifiable uniform colours (occasionally streamlined from reality):

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* ColourCodedForYourConvenience: ColorCodedArmies: Next to the usual RTS blue/red colour scheme, each faction their own set of identifiable uniform colours (occasionally streamlined from reality):
9th Mar '16 4:21:52 AM TheFarmboy
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** British (''2''): Much like in the first game, the British has a more defensive play-style. For example, infantry would get defensive bonuses if they were to take cover. But they got some new toys to play with this time around; like the AEC Armoured Car (An armoured car with an ''anti-tank gun''), and the Centaur Anti-Air tank.

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** British (''2''): Much ''Unit Specialist'', much like in the first game, the British has a more defensive play-style. For example, infantry would get defensive bonuses if they were to take cover. But they got some new toys to play with this time around; like the AEC Armoured Car (An armoured car with an ''anti-tank gun''), and the Centaur Anti-Air tank.
9th Mar '16 4:13:38 AM TheFarmboy
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** British: ''Unit Specialist'', focusing on defense. Only officers can gain veterancy, but any XP earned by troops near them goes to the officer. In return, the officer confers various [[StatusBuff effects]] to the troops within his area of effect. All of their main buildings can pack up and become mobile. While they have the fewest buildings of all the factions - meaning they have to spend the least resources on them - it also makes their bases easier to destroy if an opposing player can reach them. They have lots of powerful defensive emplacements and if they are allowed sufficient time to build up defenses, it can become almost impossible to uproot them. However, they are limited by a lack of armored vehicles and mobility.

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** British: British (''1''): ''Unit Specialist'', focusing on defense. Only officers can gain veterancy, but any XP earned by troops near them goes to the officer. In return, the officer confers various [[StatusBuff effects]] to the troops within his area of effect. All of their main buildings can pack up and become mobile. While they have the fewest buildings of all the factions - meaning they have to spend the least resources on them - it also makes their bases easier to destroy if an opposing player can reach them. They have lots of powerful defensive emplacements and if they are allowed sufficient time to build up defenses, it can become almost impossible to uproot them. However, they are limited by a lack of armored vehicles and mobility.



** British (''2''): Much like in the first game, the British has a more defensive play-style. For example, infantry would get defensive bonuses if they were to take cover. But they got some new toys to play with this time around; like the AEC Armoured Car (An armoured car with an ''anti-tank gun''), and the Centaur Anti-Air tank.



** Their Churchill Tank are also an example. While they have a puny cannon and more sluggish than the [[JackOfAllStats Cromwell]] or [[MightyGlacier Firefly]], they make up for it with it's armour. Even their sides and rear are armoured as well, making flanking the tank a daunting task. The AVRE variant is sliding towards MightyGlacier since their mortar packs a punch that can level buildings.

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** Their Churchill Tank are also an example. While they have a puny cannon and more sluggish than the [[JackOfAllStats Cromwell]] or [[MightyGlacier [[GlassCannon Firefly]], they make up for it with it's armour. Even their sides and rear are armoured as well, making flanking the tank a daunting task. The AVRE variant is sliding towards MightyGlacier since their mortar packs a punch that can level buildings.
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