Another tips for the UKF and USF medic station during team games : build your medic station between your HQ and your teammate's HQ so that the medic station can heal both your units and teammate's units, thus also saving your teammate from investing a medic station of his own.
Great explanation of WHY manual Placement is superior. I’d love to see a video where you nerd out and time exactly how much time is saved. That might be a little much, but hey who knows. Keep the vids coming bruv.
I really want to see relic make a Japanese American pacific DLC but they really have to bend the historical accuracy a bit if they were to give a mid to late game heavy tank. Or maybe the Japanese have a innovative unique playstyle with mass small tanks and fast infantry
well, there's Churchill "Black Prince" in the game, although only 6 prototypes were built and none of them ever saw combat... so I guess they're already bending the historical accuracy.
It's weird to me that they claimed that Japanese forces would be too hard to design for, while implementing naval mechanics on the campaign map, and yet they seemingly still had no problem giving the Allies relatively weak armor to Germany. By all accounts the Marines had to fight extremely hard on the islands to take them from the Japanese, yet Relic seems to act like the Japanese could not possibly compete in "the meta," which tells me that they're just not competent enough to design their faction for the game. Because clearly their "real-life meta" worked for a while. The Japanese should get very good infantry AT but be weak in the armor department. IMO, JP forces would probably have an infantry/artillery battlegroup, a special tactics battlegroup with traps, stealth, and terror tactics, and air/naval battlegroup. Their faction would overall still have an infantry focus. They could have access to the shitotsubakurai (lunge mine) which would sacrifice an infantry model but deal heavy damage to a tank and cause engine damage, while instantly killing lighter vehicles. They could also have access to the knee mortar giving their standard grenades the longest range of any faction. Their models would be cheap and easily replaced but have high morale (suppression resistance). Finally, they could benefit from a banzai charge, but Relic seems extremely hesitant to implement melee combat in the Company of Heroes franchise for some reason. A short term immunity to suppression buff would probably be a good upgrade ability to add if they really don't want to add melee combat. As for other units, their snipers would be top tier as well, and the engineers could have access to cheap trap alternatives to mines (bungee pits). The mines could be anti-vehicle focused, not tripping on infantry but doing increased damage to vehicles. They could build bunkers like the Wehrmacht, and additionally have a tunnel system that allows infantry to transport between bunkers after a short delay. Their anti-air would be good, possibly rivaling that of the Wehrmacht.
@@SchemingGoldberg Well, I thought about it a fair bit when they had that dev stream before release where one of them said that the Japanese would be impossible to design in the game. That statement really annoyed me. It is basically an admission of incompetence.
@@vampi-chan3793 You can also get Panthers even though the game is set in 1943. The Panther was technically available in mid-1943, but all of the early Panthers were rushed into service to be used on the Eastern Front, and it was a disaster due to all the technical problems.
idk what it is about your videos but even has an experienced player having something simple and straight forwardley explain the subtleties of the game is really helpful
One good tip to me is with the Wehrmacht is build a bunker with the medic upgrade (and not the heal upgrade) when you play with costal reserves. The the unit is retreated you will get a free soldier for every costal infantry (passive). This will be a huge afford in late game. Even if you play another battlegroup, and you no longer benefits with this passive, is a good option if you want to share the heal with your team mates (to afford one heal upgrade) or if you are eager to get fuel (trying to be the first in get a stummel or panzergraganiers for example or like in the video to afford the time when the units are moving out the base while they are healing
I didn't even know you could auto-place buildings lol. Also the tips about units garrisoned in buildings were helpful, thanks.. I didn't know you could control the way they get out or the facing of MGs
nice tips, especially the attack move ones are new to me. And coming from CoH1 I have to get used to the reverse button instead of "micro reversing" my vehicle :D
Turning and driving being the same speed as reverse feels a little weird.. they had fewer gears, though over a short distance may have been relatively the same but longer range distances should definitely (even for an arcade RTS) have a purpose.. it should be faster to turn and drive than reverse with reverse enabling armor position toward the enemy when disengaging..
The manual base building can be a bit frustrating, i’ve had the same issue that brits and US had in CoH2 where units are still stuck in the retreat due to poor base layout. Good tips here. Also, I’m not sure how much you’ve been able to experiment with build orders, but one fun build i’ve been messing around with brits is mass sappers with the armored battlegroup. At 1CP, you can get a 25% cost reduction on sappers, making them 165 mp. This as well as the fact that sappers are only 4 popcap means you can get a whole mess of them quick and cheap. Plus, you get grenades at Vet 1 and can spam mines!
Thank you, I must now try this lol. I was a psycho in CoH 2 trying to make those Ostruppen/Conscript reserve commanders in no vehicle builds. I have a few screenshots of the build at it's best in a few comp stomp games. I can't imagine how stupid it could be in CoH 3 :D
Ha nice TheDoctor, i do this as well but i put a flamer on everyone. Good old flamer pio spam! :D Commander: Amored Battlegroup BuildOrder: 4x Sappers >>> focus on ammo points for fast flamers >>> dingo (keep it backline, its just to heal your sappers with it) >>> stuart with tank commander upgrade = insane buff for sappers >>> Build Training Center and upgrade Infantry and Light Vehicle >>> Finish game with Crusader AA and Heavy Churchills.
Congrats man. I’ve played over 300 hours of CoH2 and the exiting the building in the direction I want or the attack button to not make my machingun charge the enemy are some amazing tips. I might give CoH3 a chance soon thsnx to you 😉
I had some issues manually constructing buildings during the campaign. I would run out of room and end up not being able to place my final building. Because of that I stopped manually placing them at all. Is this not an issue on the multiplayer maps?
havant played yet coh 3 but dont know why so many dislike it .I remember that people liked coh more than coh2 .But both were great .But to be honest once I started play coh with realistic mod online I felt that normal coh was so arcade and so much worse .The mod made the game new lvl ,even that playing infantry was more hard .
Also attack move, attack ground, and right click attacking having different accuracy on an emplacement is.. odd. Why is that the case? I never liked non-intuitive meta breaking/forming controls.. :/
Right clicking an enemy is the same accuracy/stats as attack move on an enemy, only attack ground is worse. AG is the only one that doesn’t need vision, letting you shoot into smoke or out of sight.
@@sh3mwell is it? I haven’t been able to test. Well that at least insures in maintaining maximum range attacks in both right click and attack move actions thank goodness.
Sorry tightrope. I love your content but I am manually incapable of doing more than 10 actions per minute including the "uhhh"s and "mmmh"s when trying to figure out which unit I should build next, and manual base building would bring me over that amount. I WILL continue to doubleclick base buildings
Beginner's tips Tip #1 uninstall Tip #2 refund Tip #3 wishlist homeworld 3 instead Tip # 4 play homeworld 3 day one made by BBI blackbird interactive (the telented ex relic devs) Tip #5 get more you tube views because of quality content and credibility
I don’t like how they’ve added automatic reinforcement and automatic building without the need of your own engineers Why? Your just taking away a part of the game that requires your management and strategy Why would they automatize these things Hans brought up this same thing years ago with the British commando automatically dropping a smoke bomb on retreat. It’s like their making the game play itself Who wants this? And why?
The auto reinforce is a nice feature that makes it less tedious. If you don't like it you can turn it off. As for the building being built that's a fine addition. I'd always end up with a squad that was at base and not doing anything because I wanted them to build. Both of these qol fixes make sure your not worrying about your base and you can focus on the bwttle.
@@stevereddragon4542 “QOL” There seems to be this popular conception that if you just get rid of all the parts of the game you don’t like that just stream line the shooty shooty bits that you can just call it “quality of life” You need the tedious to go with the non tedious Not only does that mechanic of “tediousness” have a fundamental reason to be in the game. To stress the players mental attrition but also their managing skills You are lowering the skill ceiling and dumbing down the game under the guise, a false guise, of “quality of life” If this is the standard of “quality of life”. Why don’t we just get rid of all the annoying things in the game. Why have mgs need to reload? Why have to have troops heal? Why have vehicles need to have time to reach top speed? You would agree that all of those variables in the game are “rather annoying”. But if we got rid of them what would be left of the game? There wouldn’t be anything left at all. You can’t just take out a feature you don’t like in a game because your lazy or don’t have the mental capacity to handle it and call it “quality of life”.
Having options is nice for the things you don’t ‘want’ to do that are otherwise tedious. Having the ability to manually do it as well for people who enjoy tedious and often micromanagement that isn’t combat centric is nice too. Dunno why not having both?
@@KommandantKavu because by doing so you degrade the skill curve. And smooth brain out the game for the people that are too lazy to want to be good at something. That find it “tedious” to manage their units in a real time strategy game. They want the “real time” without the strategy. Without the thought. More shooty shooty explodey explodey without the thinky thinky. And basically just want the game to play itself with only doing the “cool parts” That’s not what a strategy game is. You can’t have your cake and eat it too. If you don’t like strategy then just play a different game. Don’t advocate the dumbing down of a game because you can’t handle it or don’t want to
Another tips for the UKF and USF medic station during team games : build your medic station between your HQ and your teammate's HQ so that the medic station can heal both your units and teammate's units, thus also saving your teammate from investing a medic station of his own.
Always playing this game with my brother, so that’s good tip!
As a new CoH player these are great tips! I love it.
Great explanation of WHY manual
Placement is superior. I’d love to see a video where you nerd out and time exactly how much time is saved. That might be a little much, but hey who knows. Keep the vids coming bruv.
I really want to see relic make a Japanese American pacific DLC but they really have to bend the historical accuracy a bit if they were to give a mid to late game heavy tank. Or maybe the Japanese have a innovative unique playstyle with mass small tanks and fast infantry
well, there's Churchill "Black Prince" in the game, although only 6 prototypes were built and none of them ever saw combat... so I guess they're already bending the historical accuracy.
It's weird to me that they claimed that Japanese forces would be too hard to design for, while implementing naval mechanics on the campaign map, and yet they seemingly still had no problem giving the Allies relatively weak armor to Germany. By all accounts the Marines had to fight extremely hard on the islands to take them from the Japanese, yet Relic seems to act like the Japanese could not possibly compete in "the meta," which tells me that they're just not competent enough to design their faction for the game. Because clearly their "real-life meta" worked for a while.
The Japanese should get very good infantry AT but be weak in the armor department. IMO, JP forces would probably have an infantry/artillery battlegroup, a special tactics battlegroup with traps, stealth, and terror tactics, and air/naval battlegroup. Their faction would overall still have an infantry focus. They could have access to the shitotsubakurai (lunge mine) which would sacrifice an infantry model but deal heavy damage to a tank and cause engine damage, while instantly killing lighter vehicles. They could also have access to the knee mortar giving their standard grenades the longest range of any faction. Their models would be cheap and easily replaced but have high morale (suppression resistance). Finally, they could benefit from a banzai charge, but Relic seems extremely hesitant to implement melee combat in the Company of Heroes franchise for some reason. A short term immunity to suppression buff would probably be a good upgrade ability to add if they really don't want to add melee combat.
As for other units, their snipers would be top tier as well, and the engineers could have access to cheap trap alternatives to mines (bungee pits). The mines could be anti-vehicle focused, not tripping on infantry but doing increased damage to vehicles. They could build bunkers like the Wehrmacht, and additionally have a tunnel system that allows infantry to transport between bunkers after a short delay. Their anti-air would be good, possibly rivaling that of the Wehrmacht.
@@CrizzyEyes Sadly I think you've put more thought into it than Relic has. They truly are a shadow of their former glory...
@@SchemingGoldberg Well, I thought about it a fair bit when they had that dev stream before release where one of them said that the Japanese would be impossible to design in the game. That statement really annoyed me. It is basically an admission of incompetence.
@@vampi-chan3793 You can also get Panthers even though the game is set in 1943. The Panther was technically available in mid-1943, but all of the early Panthers were rushed into service to be used on the Eastern Front, and it was a disaster due to all the technical problems.
Hell yeah tightrope micro tips, guaranteed banger
Doing them one step at a time
idk what it is about your videos but even has an experienced player having something simple and straight forwardley explain the subtleties of the game is really helpful
One good tip to me is with the Wehrmacht is build a bunker with the medic upgrade (and not the heal upgrade) when you play with costal reserves. The the unit is retreated you will get a free soldier for every costal infantry (passive). This will be a huge afford in late game.
Even if you play another battlegroup, and you no longer benefits with this passive, is a good option if you want to share the heal with your team mates (to afford one heal upgrade) or if you are eager to get fuel (trying to be the first in get a stummel or panzergraganiers for example or like in the video to afford the time when the units are moving out the base while they are healing
Wow very helpful 5 months later glad to have found your channel as a creator I’ll drop that sub n like as well!
I didn't even know you could auto-place buildings lol. Also the tips about units garrisoned in buildings were helpful, thanks.. I didn't know you could control the way they get out or the facing of MGs
I didn't know about the tab feature in the buildings, very useful
Relics should release Battle for Burma and Japanese Campaign DLC too ☺️☺️
Love the idea buddy
As much as I'd like to see it, Japanese don't have ANY mid-late war armour
@@conormcnamara2273 who needs tanks when you can have thousands of crazy infantry eh?
nah don't think so
@@bumpermanthesecond615 idk bro, the moment their tanks become obsolete, the Japanese steadily lost ground
Honestly, these tips are already pretty advanced. Which is good, since also veterans can learn from them.
When you zoom in you can really see the fine details and high quality graphics fidelity of coh3. Great stuff.
1:39 also the construction engineers run faster than Usain Bolt so it’s better for them to do the leg work
nice tips, especially the attack move ones are new to me.
And coming from CoH1 I have to get used to the reverse button instead of "micro reversing" my vehicle :D
Cheers. Could you upload more build order videos and maybe some general counters and tactics for specific units?
Wow thanks a lot mate i didnt knew that many things
Thanks Tightrope. What would we do without you!
Great video man, sent it on to my Coh3 buddies :)
Thanks, I hope they find it useful
@@tightropegaming we always do
Could you build Barbwire to funnel them past the buildings clump together?
Great tips, thank you!
Brilliant as always tightrope
Turning and driving being the same speed as reverse feels a little weird.. they had fewer gears, though over a short distance may have been relatively the same but longer range distances should definitely (even for an arcade RTS) have a purpose.. it should be faster to turn and drive than reverse with reverse enabling armor position toward the enemy when disengaging..
The manual base building can be a bit frustrating, i’ve had the same issue that brits and US had in CoH2 where units are still stuck in the retreat due to poor base layout. Good tips here.
Also, I’m not sure how much you’ve been able to experiment with build orders, but one fun build i’ve been messing around with brits is mass sappers with the armored battlegroup. At 1CP, you can get a 25% cost reduction on sappers, making them 165 mp. This as well as the fact that sappers are only 4 popcap means you can get a whole mess of them quick and cheap. Plus, you get grenades at Vet 1 and can spam mines!
Thank you, I must now try this lol. I was a psycho in CoH 2 trying to make those Ostruppen/Conscript reserve commanders in no vehicle builds. I have a few screenshots of the build at it's best in a few comp stomp games. I can't imagine how stupid it could be in CoH 3 :D
Yum! Delicious cheese! The British sappers are also probably the 2nd best combat engineer behind US Assault Engineers, too.
Ha nice TheDoctor, i do this as well but i put a flamer on everyone. Good old flamer pio spam! :D Commander: Amored Battlegroup BuildOrder: 4x Sappers >>> focus on ammo points for fast flamers >>> dingo (keep it backline, its just to heal your sappers with it) >>> stuart with tank commander upgrade = insane buff for sappers >>> Build Training Center and upgrade Infantry and Light Vehicle >>> Finish game with Crusader AA and Heavy Churchills.
@@LeMicronaut The Guastatori are worth 2 of any of those other squads. They are so OP; I suspect they will be nerfed.
Absolutely brilliant , thankyou mate .👍
Great video tightrope, as always!!
Nice guide, maybe I'll even get the game some day
great video. i don't use attack move enough.
thanks a ton for this important information!
is there a way to unselct marching in the overlay gamplay? ?
With the last tip, if the target the MG is firing at dies or retreats, will the MG pack up and set up to the location you attack moved?
It will pack up and run to that point, setting up to shoot at any enemy it sees on the way. It doesn't set up when it gets there.
Congrats man. I’ve played over 300 hours of CoH2 and the exiting the building in the direction I want or the attack button to not make my machingun charge the enemy are some amazing tips. I might give CoH3 a chance soon thsnx to you 😉
Wonderful tips
I had some issues manually constructing buildings during the campaign. I would run out of room and end up not being able to place my final building. Because of that I stopped manually placing them at all. Is this not an issue on the multiplayer maps?
In teams games I’ve noticed it be an annoyance. In a 1v1 seems enough space to not worry.
Another great video! Thanks
Nice tips , thanks a lot
Good video Mr Rope
Thx for the video
Surprised you didn't mention that you can place base buildings from the mini-map.
Tightrope big pimp energy
hope devs see your video
havant played yet coh 3 but dont know why so many dislike it .I remember that people liked coh more than coh2 .But both were great .But to be honest once I started play coh with realistic mod online I felt that normal coh was so arcade and so much worse .The mod made the game new lvl ,even that playing infantry was more hard .
My name is Korg, as you can see I’m made of rocks but don’t let that intimidate you
Is it just me or does attack-move no longer work for destroying sandbags with AT guns?
I can't target them either
I am new to COH. I am loving the game but I am getting my ass handed to me were I feel like I don’t know what I am doing lol
Very n8ce thanks
double left ❤ for construccion
Also attack move, attack ground, and right click attacking having different accuracy on an emplacement is.. odd. Why is that the case? I never liked non-intuitive meta breaking/forming controls.. :/
Right clicking an enemy is the same accuracy/stats as attack move on an enemy, only attack ground is worse.
AG is the only one that doesn’t need vision, letting you shoot into smoke or out of sight.
@@sh3mwell is it? I haven’t been able to test. Well that at least insures in maintaining maximum range attacks in both right click and attack move actions thank goodness.
british truck don't have handbrake :(
Sorry tightrope. I love your content but I am manually incapable of doing more than 10 actions per minute including the "uhhh"s and "mmmh"s when trying to figure out which unit I should build next, and manual base building would bring me over that amount. I WILL continue to doubleclick base buildings
emerald bear to the rescue
Wow, you have a face that was meant for radio lol
why brits alaways are so op?
srsly, learn to play
No USMC still!? Damn no luv I guess
Beginner's tips
Tip #1 uninstall
Tip #2 refund
Tip #3 wishlist homeworld 3 instead
Tip # 4 play homeworld 3 day one made by BBI blackbird interactive (the telented ex relic devs)
Tip #5 get more you tube views because of quality content and credibility
Coh3 just isn't up to snuff. Needs more time in the oven.
I don’t like how they’ve added automatic reinforcement and automatic building without the need of your own engineers
Why?
Your just taking away a part of the game that requires your management and strategy
Why would they automatize these things
Hans brought up this same thing years ago with the British commando automatically dropping a smoke bomb on retreat.
It’s like their making the game play itself
Who wants this? And why?
The auto reinforce is a nice feature that makes it less tedious. If you don't like it you can turn it off. As for the building being built that's a fine addition. I'd always end up with a squad that was at base and not doing anything because I wanted them to build.
Both of these qol fixes make sure your not worrying about your base and you can focus on the bwttle.
@@stevereddragon4542
“QOL”
There seems to be this popular conception that if you just get rid of all the parts of the game you don’t like that just stream line the shooty shooty bits that you can just call it “quality of life”
You need the tedious to go with the non tedious
Not only does that mechanic of “tediousness” have a fundamental reason to be in the game. To stress the players mental attrition but also their managing skills
You are lowering the skill ceiling and dumbing down the game under the guise, a false guise, of “quality of life”
If this is the standard of “quality of life”. Why don’t we just get rid of all the annoying things in the game. Why have mgs need to reload? Why have to have troops heal? Why have vehicles need to have time to reach top speed?
You would agree that all of those variables in the game are “rather annoying”. But if we got rid of them what would be left of the game? There wouldn’t be anything left at all.
You can’t just take out a feature you don’t like in a game because your lazy or don’t have the mental capacity to handle it and call it “quality of life”.
@@stevereddragon4542 agreed
Having options is nice for the things you don’t ‘want’ to do that are otherwise tedious. Having the ability to manually do it as well for people who enjoy tedious and often micromanagement that isn’t combat centric is nice too. Dunno why not having both?
@@KommandantKavu because by doing so you degrade the skill curve. And smooth brain out the game for the people that are too lazy to want to be good at something.
That find it “tedious” to manage their units in a real time strategy game.
They want the “real time” without the strategy. Without the thought.
More shooty shooty explodey explodey without the thinky thinky.
And basically just want the game to play itself with only doing the “cool parts”
That’s not what a strategy game is. You can’t have your cake and eat it too.
If you don’t like strategy then just play a different game. Don’t advocate the dumbing down of a game because you can’t handle it or don’t want to
Man... the game is A MOBILE GAME for KIDS
Why are you even here ?
Keep crying baby (0_0)/
Different type of guy to look up vids of a game you dislike
so many bugs
Such a great video, thank you!