Does this look lighter, less-armored and faster than the M10?
My reporter sense started tingling when Relic let it be known that the M10 Wolverine would be replaced by the M18 Hellcat (optionally) in Tales of Valor. Relic has largely preserved the basic historical strength of the tanks and vehicles in COH; for example, the M4 Sherman is less powerful than the M26 Pershing in terms of armor, cannon damage and penetration.
This simple concept of translating real-life units into the game goes by the wayside with the M18. In the current game, the Hellcat has more armor, a better cannon and slower speed than the M10. It’s like an American version of the Hetzer, particularly since it can cloak and gains first-strike damage bonuses when firing out of cloak.
But historically, the M18 was much lighter and faster than the M10. To make this possible, it had far less armor. The only thing Relic got right was the M18’s superior cannon. Both the M10 and M18 packed .50 cal machine guns, though the M10 lacks this option in-game.
A much better choice would’ve been to ditch the M18 and instead add the M36 Jackson, yet another American tank destroyer similar to both the M10 and M18. The Jackson had an open top, an optional .50 cal MG, and the same 90mm gun used by the Pershing. It was roughly the same weight and size as the M10, but had much more armor — double the armor of the M10 in some places. Does this sound like the unit represented by the “M18″ in the game right now? Sure does. For balance reasons the 90mm gun on the M36 could be made less powerful than the Pershing, but this doesn’t change the fact that the M36 — not the M18 — should be in the game.
NOTE: All data below comes from Wikipedia. Who has no reason to lie about World War II armor specifications.
M-10 Wolverine tank destroyer.
M10 Wolverine Weight: 29.6 tonnes (65,000 lb) Crew: 5 Armor: 9mm to 57.2 mm (0.3″ to 2.3″) Primary armament: 76.2 mm M7 gun Secondary armament: .50 cal Browning M2HB machine gun Speed: 51 km/h (32 mph)
M18 Hellcat, post-war.
M18 Hellcat Weight: 17.7 tonnes (39,000 lb) Crew: 5 Armor: 5mm to 25 mm (0.2″ to 1.0″) Primary armament: 76 mm (76.2 mm) M1A1 gun Secondary armament: .50 cal M2HB machine gun Speed: 88 km/h (55 mph)
The M36 Jackson, the only tank destroyer able to kill Tigers at range.
M36 Jackson Weight: 29 tonnes (64,000 lb) Crew: 5 Armor: 9mm to 108 mm (0.35″ to 4.25″) Primary armament: 90 mm M3 gun Secondary armament: .50 cal Browning M2HB machine gun Speed: 50 km/h (30 mph)
With the release of COH: Tales of Valor and the latest 2.501/2.502 patches, we’re looking at the biggest changes to the game since more than a year ago. To help you step up your game, I’m pleased to announce a fantastic new concept, the COH audio strategy series, Mind of a Master. This will be a multi-volume series of podcast-style audios, primarily featuring Steven “Surprise” Uray. Calling on all of my professional skills as a reporter, I interview Surprise on tape, covering a huge amount of material, split into about a dozen or so tracks.
Volume I, which you can sample in streaming format below, covers the following:
A top-ranked player’s impressions of patch 2.501/2.502 and how it compares overall to 2.301, including faction-by-faction and army vs. army changes
A high-level take on the new ToV units, including detailed descriptions of each new unit and whether it’s underpowered, overpowered or just right
Deep discussion about COH psychology and how Surprise uses his opponents’ emotions against them, including a section on mind games and how they apply to RTS matches
Surprise’s American play style — which took him to #1 on the 1v1 ladder — carefully explained, featuring detailed, step-by-step explanations on his tech order and how he counters specific Axis strategies and units
Surprise’s opinion on controversial balance issues, such as whether the Blitzkrieg doctrine is underpowered and whether the perennial complaint about “free” super tanks is now dead
You will always get the first two tracks for free, to give you an idea of what’s in the entire volume. In Volume I, you’ll get the introduction to Mind of a Master and a bio on Surprise, plus his rundown on what ToV brings to the game and how army matchups have changed.
For everything else, it’s $0.99 for any single track downloadable in MP3 format from Amazon.com, or a more economical $6.99 for the entire volume, downloadable as one album. Look for Volume I to be available sometime next week on Amazon — there’ll be an announcement here.
Meanwhile — let me know what you think! I realize charging a fee may seem to go against the community-minded Rifles Ready! spirit, but let’s face it. At $0.99 a track or $7 for the whole volume, it’s not going to break anybody’s bank and it’s going to give us a great incentive to produce high quality stuff. If you can’t give up the money for a footlong Subway sub, then don’t — just listen to the preview tracks. Think of buying the whole volume as a way to give back to us and get a fantastic extra out of it: a chance to get inside the mind of current COH masters! Later volumes will feature other top players in addition to Surprise.
Sorry for the slow pace at Rifles Ready!, but Surprise and I are working on something cool and unprecedented here for next week. This weekend you can expect a new Advanced Tip, plus a preview of what’s to come next week.
I’m also hoping, key word “hoping,” to sneak in a new Battle Report based on 2.501. So stay tuned, sports fans! Patience is rewarded in life and on this blog!
The U.S. Postal Service was on point this week, delivering my copy of COH: Tales of Valor a full day earlier than expected. Of course, they took an extra week to deliver my collector’s edition of Street Fighter IV, but that’s neither the here nor there.
TOV is essentially a lazy man’s add-on to the Company of Heroes pantheon, but that’s not to say it’s worthless. In fact, TOV is a lot of fun and feels almost like a deliberate attempt by Relic to get gamers away from the deadly serious issue of “balancing” highly competitive ranked play and back into blowing up Krauts and Yanks. My take on that? They blow up real good. If you don’t own either the original COH or COH: Opposing Fronts, TOV is a great buy for the money. Go get it now, you rookie. If you’re a COH veteran, keep reading.
TOV adds three short campaigns to the single player game, representing the Wehrmacht, Panzer Elite and Americans. Each of the campaigns — Tiger Ace, The Causeway and The Falaise Pocket — consist of three story-driven missions featuring wildly modded units and gameplay mechanics. You’ll encounter a Tiger that can fire smoke bombs and fire artillery shells, plus American Paratroopers sporting Kraut-mowing Thompsons and as they say in show biz, much, much more. These units have an absurd amount of health and their slew of overpowered abilities make every single mission relatively easy. As a result, each campaign – or “tale of valor” as Relic somewhat fancifully puts it — won’t take you longer than two or three hours.
Original artwork is always nice.
Each campaign really shows how Relic is stretching the existing game engine to its limits. It smacks of the flavor that DotA (Defense of the Ancients) added to Warcraft III, which isn’t a bad thing in my opinion. Of course, that depends on how much you like DotA versus the original game.
The much-hyped “direct fire” mode is somewhat underwhelming, and usable only in single player and in the new multiplayer modes — you won’t be able to use it in regular skirmishes or ranked games of any kind. This video gives you a sense of how it works. With a human controlling the cannon, you’ll rarely miss even moving targets, but in general it’s not a major improvement over letting the AI fire by itself. It’s pretty entertaining to lead targets though — watch how I smack that T17 Armored Car right in the ass late in this clip:
Keep reading for a full explanation of my score, which essentially amounts to a low C — not exactly the kinda test score that’ll get you into Harvard.
With the release of the latest COH expansion and the winds of change blowing, I decided it was time to play weatherman and speculate on where our game and community are headed. Here’s my take as a former top-ranked player.
Larger community Back in the stone age of the vCOH beta, it was rare to see more than 300 people online. I never remember seeing more than 3,000 online throughout all of regular vCOH. With the release of Opposing Fronts, the average number of players almost doubled. I was stunned to see 5,000 or 6,000 people online at peak hours. I was even more surprised to see peak numbers continue more than a year after the release of OF.
Yesterday, a new all-time high was reached: more than 10,400. While it’s true that single-player users are forced to login to Relic Online, they only account for about 30% to 40% of users online at any given time. This still leaves yesterday’s 10,400 figure well above previous OF highs. Despite the cries from the prophets of doom on GR.org, the game does not appear to be dying at all, but is growing larger.
What does this mean? It means COH may have the numbers to support multiple community sites, more pro-level players, and larger, more frequent tournaments due to a larger advertising base for sponsors. Think PC hardware, software, gaming companies and even soft drinks and snacks targeted at the coveted 18-34 young male gamer demographic.
I took the time this weekend to play a good four or five games of COH with 2.501 in full effect. Now, first off, I still don’t have Tales of Valor, nor did I run into anyone using the new units. Still, I thought I’d jot down a few thoughts.
The new interface changes are stupid/unnecessary. I’m talking about the veterancy indicator changes and the infantry weapon icon change. Certainly this is open to debate, but I personally liked the American rank stripes and Wehrmacht dots. I also don’t see why Relic placed the weapon icons beneath the unit identification bar, though I’m more agnostic on this one. The real problem is with the veterancy change. It’s harder to notice the little white bar indicating veterancy, particularly when you’ve got multiple units running around.
The interface changes also introduce some minor glitches. Two things I noticed in my brief play period were the manpower indicator and the sound effects for the American Medic Tent. As you can see in the shot to the right, the current manpower rate isn’t properly spaced anymore, as it runs into the +XXX figures for whatever reason. The Medic Tents make the same noise that Observation Posts do when you click on them. Random buggery, Relic-style.
Game balance It felt pretty good to me. I know the issue that’s all the rage on GR.org is how effective the “new” units are, but as I said I can’t comment on that yet. Overall balance felt good to me, particularly in the U.S./Panzer Elite matchup. I didn’t really fight any strong players, so this impression remains tentative.
New/tweaked sound effects
On this front there’s good and bad, though more good in my opinion. The new Strafing Run sounds are a massive improvement, while the dull, punchy new Ostwind firing effect is much less intimidating than before. I haven’t really messed with the tanks yet, so no comment on that.
Look for more thoughts and a full review of Tales of Valor late next week. I should be getting the game on Tuesday or Wednesday.
My copy of COH: Tales of Valor will soon be speeding to my house (as quickly as free Amazon.com shipping moves, that is). And so you may expect, dear readers, a comprehensive, unbiased review of the expansion right here on Rifles Ready! I really don’t know what to expect with this expansion. There aren’t any real “new” units, so to speak. There are units that replace existing ones and feel slightly different in flavor. But I withhold final judgement until I play the game, of course.
Also to come later this week will be the next installment of Surprise’s WCG series. I know, you all have been beside yourselves to hear more from that grand old sensei of COH.
I have really, really tried to give Relic/THQ the benefit of the doubt. Not just in print here at Rifles Ready!, where I’ve largely refrained from any outraged outbursts, but mentally, all the time. These geniuses made COH not only one of the best RTS games ever, but one of the best WWII games as well. Clearly something has happened at Relic. Either the geniuses are gone, replaced with significantly more incompetent people, or the geniuses have suddenly had their brains sucked out by aliens and are now retards. I guess it’s also possible that, following the established patterns of most gaming companies, now that 90% of the profits on a product have been made, there’s just about zero financial sense in supporting it vigorously. In the context of my “gaming company of geniuses” analogy, this would be like the corporate paymasters allowing the geniuses one hour a month to support COH.
A few days ago I referenced the Captain Picard facepalm with tongue firmly in cheek, celebrating April Fool’s Day. Given the laughable state of 2.400, a Picard facepalm alone is no longer sufficient.
"No words, Number One. No words for this."
Maybe you haven’t seen the 2.400 bug list? Well, here’s a few bile-provoking highlights:
Tiger crew has no speech.
MGs switching targets while garrisoned.
Gliders can be landed in Axis HQ sectors.
AT guns, Flak 88, Howitzers, and Nebelwerfers cannot be repaired.
Audio announcements (under attack, unit complete etc) are half as loud as they were, and hardly noticeable if anything is going on onscreen.
The capture sector audio notification mixes up fuel and ammo.
All vehicles (tanks, light armor and most unarmored vehicles) get stuck when moving near a Kettenkrad. The unit will not move until you order the Kettenkrad to another location.
Map goes black when M8 collides with building.
Commando artillery now drops onto the map one second after being called in.
Officer Artillery from the RCA British doctrine drops instantly as soon as it is used.
All mortar barrages can only be used in areas with line of sight, but no longer in the fog of war
How the flying f*ck do you manage to remove audio from a unit, grant MGs free-fire abilities and prevent units from being repaired ACCIDENTALLY? How the hell is COH coded on the inside? It feels like most of these bugs could only occur if legitimate patch changes, like adjusting tank penetration and range values, were tied to ALL SORTS OF RANDOM SHIT, like audio notifications and such.
Even if this were the case (and COH would rank as the most poorly programmed game of all time if true), there is no way bugs this significant could have been missed during QA testing. It feels fair to say there was no meaningful QA testing done on patch 2.400.
I tried to list the most game-breaking bugs, most of which have actually been reproduced and confirmed by Relic. You can click the above link for the full list of bugs (in fairness some of them probably existed in 2.301 and a few probably are one-time flukes).
We’re being told these bugs will be squashed quickly, with the biggest ones being fixed in patch 2.500 (to release alongside COH: Tales of Valor). Patch 2.501 will follow suit, and this will mop up whatever is left. But this is no excuse. One YEAR to release this shit? Tales of Valor is the last Relic game I’m buying. If COH2 rolls around, I’ll reconsider. But I’m done with this fucking company.
Somebody wrote "CorkscrewBlow ownz ya" on that shell. True story.
I know 2.400 is out, but as I said, there was too much done on this Battle Report to not finish it. In this edition, Rifles Ready! continues its series of Battle Reports focused on players who display fearless ingenuity in the face of proven, tenacious strategies. Case in point: this matchup between SweetLorraine (better known to sports fans as Kodachrome) and Zerocrack. It should be noted that Sweet and Zero are typically Wehrmacht and American players, respectively. At least, that’s what they played during their rise to fame back in the day, when I myself was grinding relentlessly up the 1v1 ladder.
These are proven, tenacious players, tough kids who’ve been in the COH world a long time. These seasoned veterans meet on the familiar killing fields of Angoville (and yes — I will do a different map next time, thanks to popular demand). It’s a standard tier 2/tier 4 strategy for Zero, while Sweet decides to fight a defensive army with a little defensive action of his own. There’s a veritable war of barbed-wire placing, plus a constant series of tank attacks and slowly escalating artillery barrages.
This is one unique game, sports fans. Let’s get right to it. The game is off to a rather unimpressive start, with very few direct skirmishes and the initial Volks/Rifles avoiding each other in favor of rapidly capping the left and right side of map respectively. The first real move comes when Zero puts up a Bunker on the left side of the map. It’s extremely well-positioned.
Bunker placement.
Zero has the option of creating an unflankable position by upgrading the bunker with an MG, then adding a garrisoned MG42 team. He ultimately goes for the standard Medic Bunker, but it’s a reminder of how solidly you can protect a position if you need to. Meanwhile, Sweet sends a Rifle squad into Zero’s base, neatly running right past the MG bunker, which gets off a burst but fails to suppressive the squad.
A chance for trickery.
Out of dodge.
The real question is why does he do this? Maybe he wanted to see if Zero was planning a fast-tech to tier 3 for Pumas, but it’s too early in the game for this. The Rifles engage a Volk squad in front of Reich HQ but it’s a total stalemate; they end up retreating quickly. I don’t have much an answer for why Sweet did this; presumably it was to scout, and eliminate the slim possibility that Zero was going for fast Pumas. But it’s so early in the game that even if Zero was going for fast Pumas, it’s unlikely he would be building a Sturm Armory. In any case, ruling out fast Pumas is probably the best explanation, because Sweet proceeds to OP his +16 fuel soon after his men get out of dodge.