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Company of heroes controls
Company of heroes controls









company of heroes controls

If you own the sector, you can build bunkers/emplacements, as well as upgrade buildings to forward barracks or aid-stations. They can be further secured for an increase in the income. Fuel points, especially the high ones, must be contested during the course of a game. Ammo is generally used for on-unit upgrades, while fuel is used for building units and building based upgrades. These two resources are the backbone of any assault. Fuel and Ammo points give either a +5, +10, or +16 income bonus of muni or fuel. All points increase pop cap and give a +3 MP income. There are 3 types of resource points: Munitions, Fuel, and Man Power. Resource Points: Capture these, they are good for you. You cannot be pinned in a building, so this is also good protection against MG's and such. Flamethrowers and grenades are dangerous to you though. Garrison cover (getting inside a house) is excellent. Heavy cover is better against single shot weapons than garrison cover, and worse against assault class weapons. It will keep your guys alive much longer, and reduces the effects of pin. It wont help much against anything like a tank though. Light cover provides temporary protection from light arms. It doesn't cause any penalties, but it doesn't give any bonuses either. Normal cover is plentiful, and it is general land. You don't want to be in it, and you want your enemy to be in it. Negative cover is bad for you, and good for the enemy. They must be behind the wreck/wall for them to get the bonus.

company of heroes controls

This means that just because the green shield shows up above your men they are not necessarily in cover. This includes all negative and normal cover, along with craters (LC) and garrison cover. There are 5 types of cover: Negative, normal, light, and Heavy and Garrison. (there isn't really a 'historical' aspect of cover, so I must break with my pattern here)











Company of heroes controls