Company Of Heroes Voice Lines

0 views
Skip to first unread message

Karri Pretty

unread,
Aug 3, 2024, 3:25:44 PM8/3/24
to haustanlesgplem

Besides the actual skins of the guns and player models being changed, are there other legendary skins which affect the ability appearances or the voice lines? I got my hands on a Vishkar Symmetra but it seems that, besides the model and the weapon being changed, I have not seen any unique voice lines or even unique ability animations or appearance changes.

They get pretty subtle with some of them. I can't remember the exact line, and I don't have a solid way to check, but on Volskaya, basic Lucio has a line where he says he wishes he brought his hockey gear. If you're wearing a hockey skin, he wonders if he can find a pick up game. I wouldn't be surprised if there's similar minor changes for every skin in the game, considering the wide variety of trigger conditions.

As with every modern military, the German Army maintains a large standing force of military engineers. Due to the nature of the Wehrmacht, particular focus was given to their "Pionere", the unsung heroes of Blitzkrieg.

Tasked mostly with bridge construction and fortification demolition, the Pioneers were multi-purpose individuals who helped keep Panzers rolling forward in the early war and helped keep Infantry and AT positions entrenched in the later part of the war.

Despite this, however, they were more combat-focused than contemporary engineering units. Focused on close-combat and generally the troops equipped with weapons like Flamethrowers, the Pioneers could tear down soldiers as well as they could buildings.

Company of Heroes presents a largely realistic view of Pioneers, being construction units with the potential to be close-combat specialists. With a large variety of abilities, Pioneers are a useful utility unit that comes at a low price to boot.

However, almost uniquely to Wehrmacht units, the Pioneers' performance in combat will almost universally be dictated by veterancy. Even when equipped with the Flammenwerfer, a base-level Pioneer should be used mostly for capturing undefended points, construction, and other secondary tasks. Any use in combat should be to support other units.

Pioneers equipped with Minesweepers should not be expected to take any serious part in combat at all, and will struggle with killing even the most basic units. They should be universally accompanied when near the front line and not expected to engage in combat.

The MP40 SMG is a rather weak, close-combat focused weapon. It fires 3 bursts of 14 bullets before a 3-second reload. A successful hit deals 5 points of damage- though against most Infantry units the damage is reduced to just 2.5.

Its maximum range is 20 meters, though the weapon is only really effective at 10 meters or less due to its low accuracy. As such, a Pioneer Squad must be at nearly point blank to get any effective use out of its MP40s- which can be a dangerous job, though not an impossible scenario, especially when supported by other Infantry.

After the appropriate upgrade, one of the members of the Pioneer Squad replaces his MP40 with a Flamethrower- the Flammenwerfer 42, a variant of the famous Flammenwerfer 41, designed for urban combat on the Eastern Front.

Unlike practically every other weapon in Company of Heroes (save other Flamethrower weapons), the Flammenwerfer actually does higher damage to units in cover. Generally, the heavier the cover, the more damage the Flammenwerfer will do- Infantry in Buildings or Trenches will be burnt to a crisp in seconds if they don't abandon their post.

There are essentially 4 ways to use Pioneers. in practice, these four jobs will cross over with each other and one squad will fill multiple roles in practically every match.. This is simply a testament to the versatility of the squad.

The first and most basic use of Pioneers is Base Building- perhaps the most essential job the unit has. Base Building is simply the construction and maintenance of buildings in your HQ sector- very important given that ultimately all other units and Veterancy are derived from these structures. The Pioneer is indispensable in this regard, and without at least one pioneer focusing on this at every tech level, it's highly unlikely you'll ever win a game.

The second use of the Pioneer is General Construction & Maintenance. Bases are not the only sectors ripe for building and expansion- unless a neutral building is in a convenient spot in a sector, most defenses on the frontlines start with Pioneers. With structures like Bunkers, Sandbags, Mines, and Tank Traps available, a Pioneer squad on Construction duty will almost always have its hands full, setting up obstacles to thwart enemy movements and support for friendly units. Pioneers doing this will also often spend a lot of time salvaging wreckage for munitions.

The third use of the Pioneer is Support Pioneer. Typically equipped with a Minesweeper, Support Pioneers are primarily tasked with keeping an offense going- cutting enemy Barbed Wire, defusing their mines, and making sure friendly vehicles are in tip-top shape. They are also commonly seen occupying Halftracks during battle to keep their guns firing.

Finally, Pioneers can be used as Combat Pioneers. Equipped with Flamethrowers, these units are tasked with killing units, buildings, and most commonly, units inside of buildings. At 120 Manpower and 50 Munitions, Combat Pioneers are perhaps the most cost-effective combat squad in the entire game, and are particularly well equipped to destroy enemy constructions.

After activating this ability, the Pioneer Squad starts to recover health. This ability can always be used in friendly territory- however, after escalation to battle phase, a better version of this ability, the Field Medical Kit becomes available, allowing infantry squads to heal anywhere on the map.

Each soldier of the squad recovers health at 72 points per minute. There is one drawback: From activation squad's speed will be reduced for 18 seconds. With just 2 men in the squad, it's essential Pioneers stay at the maximum possible health- or else they risk quick and painful death at any moment.

As the Pioneers salvage the wreckage, the wreck will dispense 25 munitions every few seconds until eventually disappearing. Multiple PIoneer Squads can salvage the same wreck, but the total amount of Munitions harvested will be the same.

One of the Pioneer Squad's signature and most essential abilities, Repairing fixes both vehicles and constructed buildings while exposing the Pioneers, causing them to not only be disarmed, but also to take 50% more damage (until upgraded to Battlefield Repair at Veterancy 3, at which point it's reduced to 25%).

Repair can fix up Anti-Tank guns, but often not to any significant degree, as the squad seemingly declares the gun fixed after just a touch up. It cannot repair garrisoned neutral buildings on the map unless said building is specifically designed for it, such as Mortar Bunkers or a Pantherturm.

After years of being maligned for spammability, Pioneers suffer Reverse Zeal, making them far less valuable in large numbers. This malus is noticeable even when two squads are paired together- however, it will likely take several squads to become less valuable than the added firepower.

The Pioneer Squad is responsible for building all Wehrmacht structures and fortifications. Being specifically kit for doing so, they also have the added advantage of building faster than other Infantry, as well as being able to repair what they've created.

Barbed Wire consists of thick metal wires littered with spikes sharp enough to pierce human flesh. In-game, Infantry squads will make no attempt to go through wire and will simply attempt to go around it like they would with standard obstacles found commonly in the maps. This lets you prevent enemy Infantry from taking certain paths, useful for slowing their movement, forcing them to pass defenses, or entirely restricting their access to certain parts of the map- keeping in mind that your own infantry are also not allowed to move through.

It is moderately resistant to firepower itself, though will not stop bullets from passing through either side. Most vehicles can simply run over wire, destroying it instantly. Enemy Engineers and friendly Pioneers can dismantle Barbed Wire outright.

Barbed Wire is mostly useful at the very start of the game, though can be combined with Tank Traps to make an obstacle that enemies simply have to stop and deal with. So long as enemy Engineers and Vehicles are kept away, they are best used to prevent Infantry from flanking or avoiding MG setups, as well as direct them away from more vulnerable strategic points.

Sand Bags are man-made cover for infantry. Infantry units behind sand-bags are in Heavy Cover, making them less vulnerable to direct damage and Suppression. They are also slightly less vulnerable to explosives and artillery fire compared to troops in the open.

Like Barbed Wire, Sand-Bags also act as infantry obstacles. They give passing-by enemy infantry units a good place to take cover as they move, and therefore are not as effective in preventing movements as Wire, though it has the advantage of not being able to be cut by Engineers or Pioneers.

Sandbags are useful for a temporary defense- giving Infantry units a place to stay while waiting for either a known incoming attack or just while waiting for a moment to strike out in offense. They're also good as a more permanent cover for units that can't garrison bunkers or buildings, like Mortars.

Tank Traps are stubborn obstacles that do exactly what they say to a tee- they have moderately high HP, and block all Vehicles larger than a basic recon vehicle from moving past. Unlike Barbed Wire, no unit has an ability to clear Tank Traps on command- they must be destroyed outright.

Tank Traps are double-edged swords: While convenient for preventing enemy vehicles from crossing into your territory, it prevents you from doing the same in kind in a comparable fashion. Given this fact, they are most often built to prevent enemy vehicles from committing flanking maneuvers rather than closing off major roads.

c80f0f1006
Reply all
Reply to author
Forward
0 new messages