![]() It's just too much to reasonably keep track of. When I tried to play this mission without Tactical Pause, there were always some stragglers somewhere I'd forgotten to give orders to. I can make sure everyone knows what they're doing, too. With Tactical Pause, though, there's so much we can get done before the assault hits us. If you look at the amount of ground we have to hold here, and the number of different defensive options we have – from engineers setting up fieldworks, to aiming all of our big guns the right way – we would quickly run out the grace period before the attack comes if we had to do all of this in real time. We'll use Salerno as an example here, as one of the first towns you'll liberate in Italy and one of the first places you're likely to face a counterattack. The first is defending a strategic point against an enemy capture attempt. There were two kinds of missions in particular where I found it particularly critical. With Tactical Pause, you might actually get your guys out of there before it goes off. Grenades in Company of Heroes 3 have a pretty short fuse, so unless you spot it right as it leaves the enemy's hand, you probably won't have time to get out of the blast area. But it's also really useful for lining up abilities like air strikes and, especially, avoiding enemy ones. Setting up an assault or a flank, or reacting to an enemy advance, are two of the most common times I'll smash that space bar. ![]() But most commonly, I take advantage of it as needed when I feel a bit overwhelmed and need to get a grasp of the battle. Sometimes I'll still go through whole missions without it, while in others it feels practically essential. But I honestly haven't found that it makes things too easy. With Tactical Pause, that second advantage is taken away. In turn, the computer is capable of split-second calculations and can issue many more orders at once. I, as a human, am much more intuitive and capable of abstract thinking. ![]() In the past, playing against the AI in an RTS has always been a bit of an asymmetrical warfare situation. Add 5 command points - Player_SetResource(Game_GetLocalPlayer(), RT_Command, 5)Ĭheats work even with new Steam version.I was a little skeptical about this idea at first.Increases popcap limit to 1000 - Player_SetPopCapOverride(Game_GetLocalPlayer(), 1000).Adds 9999 fuel - Player_SetResource(Game_GetLocalPlayer(), RT_Fuel, 9999).Adds 9999 munition - Player_SetResource(Game_GetLocalPlayer(), RT_Munition, 9999).Adds 9999 manpower - Player_SetResource(Game_GetLocalPlayer(), RT_Manpower, 9999).Display frame rate - statgraph_channel("fps").Enable statgraph_channel codes - statgraph().Toggle big head mode - ee_bigheadmode().Set game speed (default is 8) - setsimrate.For retail version, edit shortcut to the game executable and add a -dev to the target line (for example: "C:\Program Files\.\RelicCOH.exe" -dev).įor Steam version, right click on Company of Heroes in your library, click on Properties, then on "Set Launch Options." and enter -dev there.īoot the game and press CTRL + SHIFT + ` (tilde key, next to numeric one on US keyboards, it is on the right side for PAL/EURO keyboards) to toggle the developer console.
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