Author Topic: The ultimate Company of Heroes thread  (Read 29679 times)

Offline angrykeebler

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Re: Company of Heroes
« Reply #120 on: Wednesday, September 27, 2006, 10:41:20 AM »
This game is freaking awesome.  Question though... does it take like forever for anyone else to exit the game?  I swear it took about four minutes to get back to my desktop.

In any case, I have the game and wouldn't mind playing online maybe later tonight if anyone is up for it.


uhh..it takes me a few seconds..


and I'd love to play!
Suck it, Pugnate.

Offline scottws

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Re: Company of Heroes
« Reply #121 on: Wednesday, September 27, 2006, 11:01:52 AM »
How much RAM do you have?

Offline idolminds

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Re: Company of Heroes
« Reply #122 on: Wednesday, September 27, 2006, 12:11:12 PM »
I have 512MB of RAM and it exits fairly quickly.

I'd be down for a game tonight if I'm home/not sucked into Okami.

Offline angrykeebler

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Re: Company of Heroes
« Reply #123 on: Wednesday, September 27, 2006, 12:12:38 PM »
Suck it, Pugnate.

Offline Quemaqua

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Re: Company of Heroes
« Reply #124 on: Wednesday, September 27, 2006, 05:46:02 PM »
2 gigs here, no exiting issues.

And yeah, I'm too stuck on Okami.  I have no time for anything else until its done.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline angrykeebler

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Re: Company of Heroes
« Reply #125 on: Wednesday, September 27, 2006, 08:58:43 PM »
SOrry but i just got home..i went out drinking with a co-worker on her last day at Neopets
Suck it, Pugnate.

Offline idolminds

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Re: Company of Heroes
« Reply #126 on: Wednesday, September 27, 2006, 11:51:45 PM »
I just got home as well...had to work late.

Offline Pugnate

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Re: Company of Heroes
« Reply #127 on: Thursday, September 28, 2006, 10:25:02 PM »
Surprised so many of you have 2 Gigs. :P

Offline scottws

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Re: Company of Heroes
« Reply #128 on: Friday, September 29, 2006, 05:52:09 AM »
It exits for me quickly from the main menu, but exiting in the middle of a game takes forever for me for some reason.  I think the game swaps a lot on my PC or something.  The hard drive light is just solid.

Offline angrykeebler

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Re: Company of Heroes
« Reply #129 on: Friday, September 29, 2006, 10:17:15 AM »
Surprised so many of you have 2 Gigs. :P

All the cool kids have 2 gigs...didnt you know that?


Oh... right..




Square.
Suck it, Pugnate.

Offline scottws

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Re: Company of Heroes
« Reply #130 on: Tuesday, October 03, 2006, 03:03:08 PM »
So is everyone done with this game already or something?

Offline idolminds

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Re: Company of Heroes
« Reply #131 on: Tuesday, October 03, 2006, 03:15:20 PM »
No...there just seems to be a lot to play recently. I'll still play this.

Offline sirean_syan

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Re: Company of Heroes
« Reply #132 on: Tuesday, October 03, 2006, 03:40:48 PM »
I hope I'm not done... it's just been a busy couple of weeks. It may seem like I've dropped it over Defcon or Okami, but the reality is I've probably only played a few hours of those games since I last played CoH.

Offline idolminds

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Re: Company of Heroes
« Reply #133 on: Tuesday, October 03, 2006, 03:49:55 PM »
I got hooked on Okami pretty bad. But once I'm done I'm going back to CoH.

Offline Quemaqua

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Re: Company of Heroes
« Reply #134 on: Tuesday, October 03, 2006, 05:40:06 PM »
Yeah, Okami sucked me in completely, and now I'm on my nostalgic System Shock trip, which I'm loving every freaking second of.  Plus I started fresh with Wipeout Pure on my PSP, so been playing that at work, and have been screwing with other PSP-related crap in the evenings, which has killed a number of nights game-wise.  And there's been Defcon, which at least 2 nights have been devoted to, as well as playing a little bit of Uplink, which I re-purchased along with Defcon.

You know, that sounds like a lot, but Okami is really the main thing I sunk time into.  Haven't played it in several nights now because I don't like playing it so much in short sessions and I've been in a bad mood.  But I'm in a better mood now and will probably devote a big chunk of time tomorrow night, before Pyro gets here.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline angrykeebler

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Re: Company of Heroes
« Reply #135 on: Tuesday, October 03, 2006, 08:23:04 PM »
I still play this every day
Suck it, Pugnate.

Offline scottws

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Re: Company of Heroes
« Reply #136 on: Wednesday, October 04, 2006, 04:43:47 PM »
I have this bad tendency to make these devious traps for the bad guys.  Like I'll set up two MG nests, and then run barbed wire straight out from them, and make it so the only way for the bad guys to come is to come down the narrow alley I've made, straight towards the MG nests, with no cover.  If I'm feeling really devious, I'll even stagger some barbed wire so that they have to go back and forth in an hopeless crusade to get inside my base.

But of course this requires a ton of barbed wire and also tank traps, so it takes a long time to set up.  Then part will get broken and I'll fix it.  The next thing I know it's like four hours later and I'm on the same map still, and only took over like three areas.  Then I'll build a bunch of tanks and just go romping around wasting everything, stopping only to fix the damaged tanks, and then in the course of like twenty minutes I finish the map.

Offline Xessive

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Re: Company of Heroes
« Reply #137 on: Wednesday, November 15, 2006, 03:03:31 PM »
Patch v1.3 has been released!

CoH Downloads @ 3D Gamers

Quote
v1.3 : 10/24/2006

NEW FEATURES
- New multiplayer map: 6P_Seine River Docks
- New and improved Game Replay functionality allows players to view the game from a selected player's perspective in slow motion or fast forward. In addition the game UI can now be minimized to reveal a larger viewing space of the action going on in the replay. To compliment this, a new Cinematic Mode allows players to sit back and enjoy the show.
- Cinematic Mode camera - Replay your battles as the game automatically switches between cinematic camera angles, capturing the sound and fury of war from the combatants' perspective.
- IME support for Microsoft Windows XP and Microsoft Windows Vista

IMPROVEMENTS
- Improved SLI performance on Nvidia systems using the latest drivers.

General Fixes
- BugReport has more space on the success dialog to show Cyrillic text.
- Far East characters will not clip when listed in a multi-line text box.
- 30260 is now listed as the correct port to leave unblocked.
- Removal of ghost bug that could leave duplicates upon reload of a saved game.
- The playback controls for viewing a recorded game have their graphics fixed.

Campaign
- Medal text is now visible (Korean)
- Reinforce radius has been fixed on certain buildings.
- M02: Fixed several instances of having the wrong named character's picture attached to subtitled text.
- M02: Game no longer incorrectly instructs the player to reinforce the squad.
- M04: Fixed a Fatal Scar Error that occurred when the church is taken back by the enemy forces, just as the timer ends, and as the cinematic is about to begin.
- M05: Convoy will no longer exit the map using an unsecured road after you complete the final objective
- M08: Fixed critical error after countdown reaches 0 after holding the city centre point
- M10: The ''Select HQ'' Button now properly selects the forward HQ
- M10: Fixed the lack of audio for subtitled text.
- M10: Game no longer incorrectly instructs the player to convert a building outside controlled territory
- M11: Briefing fixed subtitle timing issue

Gameplay
- Fixed the problem where mouse-clicking on a unit onscreen under heavy loads often does not result in the unit being selected.
- Improved load times by fixing pathfinding regens.
- Fixed the bug where capturing an enemy weapon resulted in it having enemy unit occlusion.
- Veterancy speech samples are now triggered correctly.
- The vehicle repair icon now shows up offscreen.
- Fix for Allied Engineers becoming trapped when building barbed wire close to sandbags or other obstacles, which prevents them from completing orders.
- All sectors default to neutral on Map Montherme, previously one player would start with ownership of a sector.
- Allied and Axis HQs can no longer be deleted by the player.
- Players will no longer lose munitions income from creating an Axis Sniper.
- Axis Blitzkrieg ability now displays appropriate icon over Axis Anti-Tank Gun.
- Axis Halftracks and Allied halftracks will now carry a maximum of 3 squads total opposed to 4.
- Weapon capture squads can now reinforce to full squad size.
- Tuned projectile launcher location for Axis Pak 38 so it now shoots from the correct gun height.
- Sniper "Make Casualty" or "Hit but not killed" criticals no longer kill their target. The result of this is that Snipers will no longer one-shot-kill other Snipers if they have full health.
- Allied Engineers had a 1% chance to instantly kill a target, this was fixed and they now operate as intended.
- Fix for the computer AI constantly cancelling construction and rebuilding a structure when destroying the building and staying in the area in any game.
- Allied Engineer Demolitions ability will now destroy an Axis Security Post in one detonation as intended.
- Axis Salvage ability is no longer giving inappropriate returns for the Axis Halftracks and Stug.
- Allied Rangers were detecting camouflaged units at a very high radius, this has been reduced to the standard radius for infantry units.
- Axis Flammenwerfer Halftrack will now successfully upgrade when pioneers are loaded inside.

Online
- Fixed the issue of split or cut-off text when viewing the Play Now screen in the Online Lobby on 1920x1200 (widescreen)
- Players should now hear an audio prompt when sending a chat message to an ally or enemy.
- The scrollbar for the player list now resets properly to the top position when switching between chat channels in the online lobby
- Fixed the bug where Annihilation games would end before players could see the enemy's HQ collapsing.
- Users with slower computers will see each other properly in the game lobby.
- Most Wins list and top 15 players list display properly in the Leaderboard 1v1 bracket.
- Players looking for Ranked Games are no longer displayed as "0" on the News tab.
- Fix for cut-off and split text in the Online Lobby when viewing 1920x1200 widescreen in Polish, Spanish, Czech, German and Italian.

Performance
- Performance measurements now include loading time.
- Fix for no SFX, Music or Speech play if you ALT-TAB from the MP lobby and ALT-TAB back after the game has loaded.
- Fixed a crash relating to players logging out of Relic Online during the countdown to game launch.
- UI now properly filtering out old replays from previous versions of the game.

BALANCE CHANGES
- Axis Ostwind has more frequent reloads, will be less effective vs units in cover or in buildings.
- Axis Ostwind's damage to player-buildings has been reduced (35-40% reduction)
- Axis Panther tuning moderate speed and rotation rate increases (bringing mobility a bit closer to the Allied Sherman).
- Axis Armoured Car cost increased by 10 fuel.
- Axis Stug build time increased by 10 seconds.
- Allied Sherman main gun effectiveness vs. units garrisoned within ambient buildings reduced.
- Allied Sherman main gun Area of Effect damage slightly lowered.
- Fixed the Allied Bazooka's unnecessary accuracy penalty vs. the Axis Stug and Panzer IV.
- Allied Airborne Satchel charges strengthened against buildings and bunkers.
- Fortify the Perimeter Commander Tree item in the Defensive Doctrine has had a 1 Commander Point reduction.
- Axis Flak 88 Commander Tree item in the Defensive Doctrine has had a 1 Commander Point increase.
- For the Fatherland ability cost has been reduced by 40%.
- All vehicle main guns effectiveness vs. infantry in cover reduced.
- Sherman Calliope Main Turret reload time is 50% slower than the standard Sherman.
- Allies Browning Automatic Rifle (BAR) is significantly less effective on the move.

MOD SUPPORT
- Scenario pack support
- A scenario pack (*.sga file) is an archive that contain all the files needed for a scenario allowing for easy map sharing. To play a new map put the scenario pack in the "$CoHInstallDir\WW2\Scenarios\" or the "My Documents\My Games\Company of Heroes\Scenarios\" folder.
- Added the Worldbuilder tool.
- Added the MovieMaker tool.
- Supports export of scenario packs by selecting Export Scenario in the File menu.

Offline MysterD

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Re: Company of Heroes
« Reply #138 on: Wednesday, November 15, 2006, 03:54:46 PM »
Sounds like hell of a patch.

Plus, they added map-making abilities....sweet!!!

I bet the MP will be filled w/ all kinds of new maps, soon enough....



Offline Xessive

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Re: Company of Heroes
« Reply #139 on: Wednesday, November 15, 2006, 03:55:39 PM »
Sounds like hell of a patch.

Plus, they added map-making abilities....sweet!!!

I bet the MP will be filled w/ all kinds of new maps, soon enough....



Relic rules!

Offline PyroMenace

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Re: Company of Heroes
« Reply #140 on: Thursday, November 16, 2006, 01:15:38 AM »
Heh, I think everyone stopped playing this one.

Offline MysterD

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Re: Company of Heroes
« Reply #141 on: Thursday, November 16, 2006, 03:14:20 PM »
Heh, I think everyone stopped playing this one.

I don't even have this one yet.

Offline Pugnate

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Re: Company of Heroes
« Reply #142 on: Thursday, November 16, 2006, 05:20:38 PM »
And I am going to start soon enough.

Offline scottws

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Re: Company of Heroes
« Reply #143 on: Thursday, November 16, 2006, 08:33:43 PM »
Heh, I think everyone stopped playing this one.
I haven't finished the SP yet, and never got a chance to try out the online.  SP is tough, some missions take me an hour or two.

Offline MysterD

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Re: Company of Heroes
« Reply #144 on: Sunday, November 19, 2006, 08:26:54 PM »
I wonder if there's any plans for Relic to expand this one (with an expansion pack)....?

Offline Xessive

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Company of Heroes Patch v1.4
« Reply #145 on: Friday, December 08, 2006, 12:49:36 PM »
Company of Heroes Patch v1.4
Quote
v1.4 : 12/07/2006

General Fixes

- Both Ranked and Custom games now default to random starting locations.
- The in-game server status URL now points to http://www.relicrank.com
- Fixed a bug pertaining to unranked matches counting as Ranked matches.
- New performance and lag indicators have been added to the Online UI.
- A new loading screen has been added which incorporates player names, ranks and loading bars.

Gameplay

- Light Vehicles can no longer be blocked by Allied Barbed Wire and Sand Bags
- Light and Medium Vehicles can no longer crush Axis Tank Traps.
- Fixed bug where Allied AT Guns could destroy Axis Flak 88s in a single registered hit, regardless of the Flak 88's health.
- Fixed issue where all unfinished defensive structures did not take more damage from all weapons.
- Fixed bug where the Axis Halftrack Flammenwerfer upgrade cost fuel. This was an attribute data error.
- Allied and Axis Snipers can once again kill each other with single registered hits.
- Improved Sherman Crocodile damage against infantry units not in cover.

Offline MysterD

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Re: Company of Heroes
« Reply #146 on: Thursday, February 15, 2007, 06:02:40 AM »
Game got patched up to 1.05

Quote
Company of Heroes Patch [February 14, 2007, 11:36 pm ET] - Viewing Comments
The Relic Forums offer word on the release of new patches for Company of Heroes, updating various language editions of Relic's RTS game to version 1.5. They offer patch notes and download locations for the patch, or at least a couple of them. The patch is not yet on the Company of Heroes Updates Page, though it will presumably be added soon enough. Meanwhile additional mirrors can be found on 3D Gamers, FileFront, Fangaming, Fileshack, Gamer's Hell, and GameSpot (registration required).

Release Notes
Quote
v1.5 : 2/14/2007

New Maps
2p_Beaux Lowlands
4p_Lyon

General Fixes
- Games with friends now have a friend icon displayed when browsing the lobby game list.
- Messages regarding game connection attempts are logged to the chat window for all players in the session.
- Rank icons now indicate the type of game the rank was earned in.
- Games with players who have infinite pings now display an "X" for ping in the lobby game list.
- New game list filtering options added to the online lobby.
- Custom maps are now properly supported in multiplayer.
- Losing connection with the lobby while downloading a patch no longer crashes the game.

Sound
- UI sounds have been added to the online lobby.
- Auto match sound notification has been improved.
- Various speech fixes for weapons have been implemented and tuned.
- Destruction sounds have been added to various world objects.
- Repetition has been reduced in battle chatter and with various units.

Gameplay
Sherman Calliope:
- Sherman Calliope’s main tank gun has been removed and the Calliope Barrage ability is now free to use.
- Sherman Calliope Barrage range increased from 130 to 150 meters.
- Sherman Calliope now has cap of 2, similar to the Pershing Heavy Tank.
- Sherman Calliope cost reduced from 600 Manpower to 560 Manpower.
- Sherman Calliope Barrage ability recharge timer increased to 105 seconds
M10 Tank Destroyer:
- Allied M10 Movement improved: 15% increase to acceleration and 10% increase rotation rate.
- Allied M10 Tank Destroyer weapon damage has been increased and Fuel cost has been reduced by 5.
- Axis Armoured Car (Puma) 20mm main cannon rear penetration vs. the Allied M10 significantly reduced.
M8 Armored Car:
- Allied M8 Armored Car’s accuracy on the move increased. Now on par with the M4 Sherman and M10 Tank Destroyer.
- Allied M8 Armored Car’s accuracy penalties vs. the Axis Armored Car (Puma) have been removed.
- Allied M8 Armored Car Armor upgrade Munitions cost reduced by 25.
M26 Pershing Heavy Tank:
- Allied Pershing penetration rate vs. the Stug increased to 80%.
- Axis Stug penetration rate vs. the Pershing has been reduced to 45% from 74.6%
Allied Commander Tree Improvements:
- Armoured Fury Branch changed to: Raid to Allied War Machine to Calliope.
- War Machine Branch changed to: Fast Deployment to Field Repairs to Pershing.
- Allied War Machine Command Point Cost reduced by 1
- Sherman Calliope Command Point Cost reduced by 1
Infantry AT weapon changes (Allies and Axis):
- All Infantry Anti-Tank weaponry (Bazooka, Recoilless Rifle, Panzerschreck) are slightly more accurate when firing at moving light targets.
- Allied Bazookas and Recoilless Rifles now deal slightly more damage to Light Vehicles
- Panzerfaust accuracy against infantry targets has been reduced as intended. While there is still a chance to directly hit and kill targets like snipers, - Panzerfausts are now more likely to cause splash damage rather than kill infantry.
- Panzerschreck Damage vs. base buildings lowered by 25%.
- Bazooka damage vs. base buildings has been lowered by 25%.
Allied BAR and suppression changes:
- Allied BAR Rifle upgrade now gives 2 BAR Rifles rather than 3. Allied BAR Riflemen squads will now be able to pick-up MG42 and Panzerschreck items
- Allied BAR Rifle damage increased by 40%.
- Allied BAR Rifle will take slightly longer to Pin units that are in a Suppressed state
- Allied BAR Suppression ability can no longer suppress and pin units in heavy cover.
Construction Changes:
- Players may no longer delete Sand Bags or Tank Traps.
- Allied Observation Post built from Riflemen now has the same build speed as the Observation Post built by Engineers.
- Allied Observation Posts, Axis Observation Posts, and Machine Gun Nests now have the appropriate target type while building; now like all other buildings they will be much more susceptible to damage while under construction
- Axis Volksgrenadiers can now utilize the same build menu as the Grenadiers – this allows them to construct Barbed Wire and Sand Bags.
Smoke Changes:
- All Barrage weapons no longer have a 50% chance to miss targets in Smoke.
- Projectiles will no longer pass directly through Sherman’s on registered “Misses” – they will now behave like all other tanks and those hits will be registered as a non-penetrated “deflection”.
- Sherman smoke launcher recharge rate was less than the duration of the ability, now set to 45 seconds
Axis Officer:
- Axis ‘Leutnant’ Manpower cost decreased to 260 from 340
- Axis ‘Leutnant’ Build Time increased to 60 from 30.
General Squad and Weapon Changes (Allies and Axis):
- All Snipers more effective against units garrisoned inside of bunkers.
- All Allied Rifles slightly more effective against Axis Motorcycles
- Allied Engineers with the Flamethrower upgrade are no longer resistant to Sniper Shots
- Fixed an issue where the Stug’s main gun Area-of-Effect was too effective against infantry squads.
- Axis Assault ability will now break pinning/suppression and prevent pinning/suppression while the ability is active.
- Increased Axis Infantry passive health regeneration bonus received from their first level of veterancy by 40%.
General Vehicle Changes (Allies and Axis):
- Panzer IV accuracy while moving set to the same value as other tanks.
- Axis Goliaths now destroy Tank Traps in a single explosion.
- Axis Armoured Car Puma 50mm Cannon upgrade now requires Escalate to Battle Phase upgrade.
- Axis Motorcycles damage vs. units in light or heavy cover has been slightly reduced
- Axis StuH 42 now effectively kills infantry as was originally intended
- Axis Armoured Car Puma 50mm Upgrade accuracy reduced vs. infantry. It is intended as an anti-armor upgrade.
General Heavy Weapon Team Changes (Allies and Axis):
- All Mortars now have a chance to deal Mobility Damage if they hit Light Vehicles.
- All Anti-Tank guns are now more accurate when firing at moving and stationary Light Vehicles.
- Allied 57mm Anti-Tank gun firing cone has been increased by 20 degrees to match Axis 50mm Anti-Tank gun.
- Allied HMG Armor Piercing Rounds ability price reduced from 50 to 35 munitions.
- Allied Howitzer Gun Barrage is less accurate when firing into the Fog of War.
- Axis Nebelwerfer Manpower cost has been reduced by 20
- Axis Nebelwerfer Rocket Suppression area of effect increased.
- Axis Nebelwerfer Rocket area of effect damaged reduced. Direct hits and near misses will still damage infantry units.
- Axis Nebelwerfer will deal a reduced amount of damage to units in light, heavy, bunker, and garrison cover types.
- Axis Flak 88’s are more resilient to Artillery, off-map attacks, and satchel charges (the crew manning them is not).
- Axis Flak 88’s and Nebelwerfers can now be re-manned by 2-man Pioneer squads.
   
         

Offline scottws

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Re: Company of Heroes
« Reply #147 on: Thursday, February 15, 2007, 07:17:12 AM »
Wow, lots of balance fixes.

I still have yet to try this online.  It's just a punishing game for my system, I have to run everything on low.  I need a new PC but I'm waiting for DX10 cards to mature a bit and the cost of quad core processors to come down.

Offline idolminds

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Re: Company of Heroes
« Reply #148 on: Thursday, February 15, 2007, 08:54:29 AM »
I havent played the game in a while. I'm waiting for my upgrade so I can make it look pretty.

Offline MysterD

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Company of Heroes: Opposing Fronts = GOLDEN
« Reply #149 on: Monday, March 26, 2007, 01:35:04 PM »
Yup, looks like Relic will be making Company of Heroes 2

Quote
Company of Heroes 2?
[Ure "Vader" Paul] 07:47 am EDT @ March 26th, 2007

Didn't see this one coming did ya? Games for Windows editor Jeff Green, said that the May edition of the well-known mag is running a story on a sequel to Relic Entertainment's excellent World War II strategy game, Company of Heroes (thanks EuroGamer).

    "It's one of those 'exclusive' stories; this time about the follow-up to Relic's awesome Company of Heroes," Green confessed in his 1UP blog. "Guess what? We get to kill more Nazis again!! Yay! Them shitz never gets old, knowhumsayin?"

    "I wish I could be hiding in the bushes by every one of your homes at the moment you see the issue sitting there, just so I could see that look of excitement and anticipation on your faces!"

The groundbreaking strategy, Company of Heroes, arrived in the nick of time, adding several welcomed innovations to a decaying genre. Rightfully, it received the AT Editor's Choice Award and was also named Best Strategy Game in our GoTY 2006 feature. Let's hope the sequel doesn't turn into something mundane.
« Last Edit: Wednesday, September 12, 2007, 01:40:08 PM by MysterD »

Offline idolminds

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Re: Company of Heroes 2 is being planned by Relic
« Reply #150 on: Monday, March 26, 2007, 01:52:52 PM »
I still think its going to be an expansion rather than a sequel. Its just too soon after the first release.

Offline angrykeebler

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Re: Company of Heroes 2 is being planned by Relic
« Reply #151 on: Monday, March 26, 2007, 02:09:21 PM »
I'd like to see the next game set on the Ostfront. Russians vs Germans imo.
Suck it, Pugnate.

Offline scottws

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Re: Company of Heroes 2 is being planned by Relic
« Reply #152 on: Monday, March 26, 2007, 06:40:58 PM »
Yeah.  I agree.  What more can they do?

Offline iPPi

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Re: Company of Heroes 2 is being planned by Relic
« Reply #153 on: Monday, March 26, 2007, 07:34:14 PM »
Yeah.  I agree.  What more can they do?

Campaign from the Axis side?

Offline MysterD

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Re: Company of Heroes 2 is being planned by Relic
« Reply #154 on: Monday, March 26, 2007, 07:55:15 PM »
As much as I like Relic, WW2 has been beat to death....

...Company of Heroes 2 should be during a different war, if you ask me.

Offline scottws

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Re: Company of Heroes 2 is being planned by Relic
« Reply #155 on: Tuesday, March 27, 2007, 04:44:14 AM »
Campaign from the Axis side?
Well, I guess that's true.  But it seems like they had the units pretty well covered.

Offline MysterD

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Re: Company of Heroes 2 is being planned by Relic
« Reply #156 on: Wednesday, April 04, 2007, 02:28:16 PM »
Looks like we have the name of the next CoH installment.

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Company of Heroes: Opposing Fronts? [April 04, 2007, 11:20 am ET] - Viewing Comments

The Gamer's Circle Forums offer the deduction that Company of Heroes: Opposing Fronts is the title of the coming World War II RTS sequel (thanks Gamer's Hell). This is based on a cover image on the 1Up website from the coming issue of Games for Windows (story), which seems like a pretty solid indication of the story's legitimacy.

Offline MysterD

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Re: Company of Heroes 2 is being planned by Relic
« Reply #157 on: Thursday, April 05, 2007, 01:37:49 PM »
CoH: Opposing Fronts announced.

If you own the original CoH and Opposing Fronts, you can have four different armies.


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Company of Heroes: Opposing Fronts Announcement [April 05, 2007, 11:13 am ET] - 10 Comments
THQ offers the official announcement of Company of Heroes: Opposing Fronts, confirming indications (story) that this is the title for Relic's World War II RTS sequel. Word is the game will feature DirectX 10 support, but the announcement does not call it a Vista exclusive, in fact saying it will be fully compatible with the original:

    AGOURA HILLS, Calif., Apr 05, 2007 (BUSINESS WIRE) -- THQ Inc. (NASDAQ:THQI) today announced Company of Heroes(TM): Opposing Fronts(TM), the next chapter in the groundbreaking real-time strategy (RTS) franchise, from internal studio Relic Entertainment, is scheduled to launch in fall 2007 for Windows PC. Powered by the proprietary Essence Engine and Microsoft DirectX(R) 10, Company of Heroes: Opposing Fronts allows players to fight as the tenacious British 2nd Army during the heroic World War II liberation of Caen, France, and command the German Panzer Elite as they struggle to repel the largest airborne invasion in history. Players can battle online in exciting new multiplayer modes with these two all-new armies and utilize full compatibility with the original Company of Heroes(TM) for a total of four playable armies.

    "Company of Heroes smashed preconceptions of what an RTS game could and should be, earning dozens of industry awards and the highest review score average of any RTS title in the last decade," said Bob Aniello, senior vice president of worldwide marketing, THQ. "Company of Heroes: Opposing Fronts is an epic new chapter in this series, and we are excited to bring this top-tier cinematic RTS to consumers worldwide."

    "In Company of Heroes: Opposing Fronts players will experience fast-paced dynamic tactics like never before, in two of the most brutal World War II campaigns ever fought," said Tarrnie Williams, general manager, Relic Entertainment. "With two intensely cinematic campaigns, significant upgrades to the Essence Engine, mission persistence, improved vehicle AI and weather effects that directly impact the battlefield, we're delivering yet again on our commitment to leading the way in strategic gaming with the best, most innovative titles available."

    About Company of Heroes: Opposing Fronts
    Company of Heroes: Opposing Fronts is the next chapter in the critically acclaimed Company of Heroes series. Players take command of the German Panzer Elite as they struggle against the might of Operation Market Garden, or lead the British 2nd Army in the vicious battle for Caen, France. The standalone title features two unique armies with full length campaigns, new multiplayer modes, Microsoft DirectX(R) 10 support, mission persistence, improved vehicle and soldier AI, enhanced physics, and a dynamic weather system. Company of Heroes: Opposing Fronts is fully compatible with Company of Heroes, allowing players to wage war with four unique armies. Internally developed by Relic Entertainment, Company of Heroes: Opposing Fronts is scheduled to ship for Windows PC in Fall 2007.

Offline scottws

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Re: Company of Heroes: Opposing Fronts ANNOUNCED
« Reply #158 on: Thursday, April 05, 2007, 07:36:53 PM »
Cool.  I'll definitely snag it.  I dug the original, though I never tried it online.

Offline iPPi

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Re: Company of Heroes: Opposing Fronts ANNOUNCED
« Reply #159 on: Thursday, April 05, 2007, 07:38:05 PM »
The skirmishes are quite fun.

Both sides have drastically different tech trees.