Single Player

For single player, there are 3 new campaigns: Tiger Ace (German campaign), Causeway (U.S Paratrooper campaign), and Falaise Pocket (German campaign). These campaigns are shorter than the previous CoH game's campaigns - Relic has called them "mini-campaigns". They comprise of only a few levels each and focus on short stories of heroism based on historical battles - hence, the title "Tales of Valor".

Each campaign lasts about 2-3 hours, but the Falaise Pocket campaign has been stated to last a bit longer than the others.

Unlike previous CoH campaigns, there is persistency between the missions. This means completing optional objectives may yield long term benefits, and destroyed cover/objects/etc. will stay destroyed. However, this persistency is nothing too special because every mission takes place on the same map.

Tiger Ace Campaign
Details of the real-life historical Tiger Ace battle can be found here:
http://community.companyofheroes ... c/tiger-ace-history
Official details on the Tiger Ace campaign can be found here:
http://community.companyofheroes ... /tiger-ace-campaign

The Tiger Ace campaign is a highlight of Tales of Valor's single player. You control the Tiger Ace and her crew in this campaign, including Hauptmann Voss, the Tiger Ace commander who is modelled after the famous Michael Wittmann. He and his crew almost single-handedly took on a whole British armoured column. The campaign is based on the actual historical battle, right down to the Tiger Ace crew being forced out of their tank after being disabled and making a dash to safety back in German lines.

Direct fire is a prominent feature of the campaign, as you will be able to turn your tank's turret and fire manually whenever you wish. Unlike other campaigns, you're only controlling a single unit this time - the Tiger Ace tank. As you gain experience, you can unlock new abilities and perks through the command tree. The Command Tree for the Tiger Ace is split into 4 categories for each of the crew members. Gaining one of the Gunner's abilities can allow you to, for example, gain the ability to switch between Armour-Piercing Rounds and High-Explosive Rounds.

As mentioned before, eventually the Tiger Ace is disabled in one of the missions and you must control the Tiger Ace crew members themselves (infantry squad) as they make their way toward safety.

Causeway Campaign
Details of the real-life historical Causeway battle can be found here:
http://community.companyofheroes ... ic/causeway-history
Official details on the Causeway campaign can be found here:
http://community.companyofheroes ... c/causeway-campaign

Causeway is based on the fight for the La Fière Causeway. An abridged history: The 82nd Airborne's objective was to secure this causeway, which provided a link between Utah Beach into France and between friendly airdrops. The Germans attack, problems arise, and for two days the control over Causeway was heated up. Relic picked up on a particular story of heroism, one of Captain John Sauls. This man had to lead a seemingly suicidal charge across the Causeway in order to secure the western side and keep the Allies from the beach flowing in. Out of the more than 100 men who attempted to cross it, only the captain lived. However, a few more reinforcements managed to cross over, and these few men managed to hold out long enough to force the Germans to back off as additional Allies began to flow in.

In the campaign, you will control the fictional Able and Baker paratrooper squads. These 2 squads have unique abilities and can be "levelled" up to unlock additional stuff. Able squad is your assault squad, armed with direct assault weapons/abilities. Baker squad is more fire-support, carrying Recoilless Rifles (which can be controlled with Direct Fire) and less direct abilities. Due to their story-related nature and the nature of the campaign, they're much more powerful than a normal unit. In fact, you will essentially be slaughtering ridiculous amounts of enemies, whose numbers are essentially the primary threat.

In addition, you will gain control over a small amount of other 'normal' units throughout the campaign, like engineers, weapons team, and even the leader of the Baker squad.

Falaise Pocket
Details of the real-life historical battle:
http://community.companyofheroes ... aise-pocket-history

Falaise Pocket is a German campaign that has you repelling attacks against a U.S airborne invasion, at least initially. This campaign lasts a bit longer than the other campaigns, due to its nature as a defensive campaign.

It is a defensive oriented campaign and was inspired by defend missions from the past campaigns, like Carentan. In this campaign, the player will be able to control various units and has a lot of freedom of what to do. You will build defences/units and attempt to fight back overwhelming forces, with scripted events along the way.


Direct Fire
ToV introduces a new feature called Direct Fire, available for certain units in the campaigns and in one of the new MP modes called "Panzerkrieg". You can watch videos to see what it looks like, but basically it gives the player more control over their unit's weapon. When toggled on, Direct Fire makes the unit (or the turret) aim to where the mouse cursor is aiming, and it only fires when the player clicks. Reload time is tracked via the cursor/ability, and obviously you have to wait while reloading before firing again.

It appears so far that Direct Fire is 100% accurate - it'll shoot exactly to where the player aims the shot. However, it cannot be used to shoot through obstacles.


New Campaign-only Units/Weapons
As with most RTS games, the campaign features new units and abilities that are not used in multiplayer for obvious reasons. These include the Tiger Ace crew and the Able/Baker paratrooper squads. However, an interesting campaign-only weapon that can be seen and used, is the British Boys Anti-Tank Rifle. Relic has not stated if they have plans on introducing this into multiplayer later on.

Along with this, there is also those unique cross-combinations that have been around since the first CoH. For example, you'll see flamethrower Sappers, German Howitzer emplacements, Commando Jeeps, etc.

Unfortunately, it turns out that the S-Mine is not a new weapon/mine, but rather is an ability that allows the Tiger Ace to dish out major damage to infantry that are  too close to the tank.

[ 本帖最後由 Deathnote 於 2009-4-16 17:25 編輯 ]

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Multiplayer

For multiplayer, there are 3 new modes being added. Now, in addition to playing normal skirmishes (Annihilate or Victory Points), ToV introduces these completely new multiplayer modes that are similar to "custom maps" or mods in other RTS games.

Operation Stonewall
Official details can be found here: http://community.companyofheroes ... operation-stonewall

Operation Stonewall is a defence game. 1-4 players co-operatively defend a town by surviving through 16 waves of increasingly difficult enemies. There are capturable buildings that grant bonuses, and you gain resources by destroying enemy units. Each player has an HQ located in the center of the map that must survive - units and technology are produced/researched here. If you've ever played a Tower Defence kind of game (Of course, this is with units, not towers only), this will be familiar territory. The first waves are easy, but later on things get tougher as units come in larger numbers and with stronger units, in addition to coming from multiple directions all around the map.

There are 4 capturable buildings in the game that are farther from the center, and are located in the North/East/South/West sectors of the map. Although they pose a challenge to defend, (as enemies will attempt to destroy it in their path), each building provides unique bonuses, in addition to being an additional outpost that can reinforce and build units. The buildings are: The Church, which heals friendly infantry units, the Garage, which provides a repair bonus to engineer units, the Manor, which provides an increase in population cap, and the Bank, which provides bonus manpower income.

In addition, commander abilities, like air strikes, can be gained after defeating certain waves. Unfortunately there is no difficulty adjustments, but the difficulty does change depending on the amount of players playing Stonewall. Like all the new MP modes, there is only one map for this mode as of 2.501.

Operation Assault
Assault is something similar to AoS-style games, or if you prefer more popular terms, "DotA", a popular custom map from Warcraft 3. AoS (Aeon of Strife I believe) was a custom map concept made way back in Starcraft that launched into complete stardom, with many other custom maps of Blizzard's games using the same concept/template as it once did. Refer to the above FAQ section if you do not know what an AoS type of game is.

Assault has not yet been officially documented about by Relic. In Assault there are 7 different classes to choose from: Commando, Heavy-Weapons Specialist, Medic, Recon Scout, Engineer (Pioneer on Axis side), Sniper, and Officer.

Like most class/hero based games, each class has distinct abilities and attributes. Some will be better than others in certain situations, but more importantly, teamwork is the key to bringing out the full potential of each "hero", and ultimately, victory of your team.
As players fight it out, their "hero" gains experience which leads to gaining skill points, which can be spent on 3 attributes: Weapon damage, armour, and grenade power. When you die, you have the choice of choosing a different class - however, you keep your attributes and thus your progress.

There is no command tree to level through in Assault. In a podcast interview, ToV developers stated that if such a thing were implemented in Assault, it would make things too complicated.
Like all the new MP modes, there is only one map for this mode as of 2.501

Refer to the above FAQ section if you do not know what an AoS game is.

Operation Panzerkrieg
Official details can be found here:
http://community.companyofheroes ... eration-panzerkrieg

Panzerkrieg (meaning "Tank War" in German) is the only MP mode that uses Direct Fire. This is a tank-only mode. It pits the Allies vs the Axis. Up to 6 players can play this mode. Players must choose one of 3 possible tank choices, then proceed to capture victory points on the map and hunt down enemy players. For Allied players, they can choose either the M18 Hellcat, M4 Sherman, or Mk IV Churchill tanks. The Axis can choose between the Hotchkiss H39, Panzer IV, and Panther.

Like the Assault multiplayer mode, or the ToV campaigns, each tank has unique abilities that can be unlocked through the Command Tree as you gain experience from killing enemies or capturing points. For example, the Hellcat and Hotchkiss are speedy, lighter tanks that can become ambushers and can gain the ability to lay mines.

Details about each tank's abilities:

Note: Please note that the abilites are listed in random order and do not represent the command trees. As usual, more info to fill in missing things will be updated as they come out.

Allied Tanks
-M18 Hellcat: A speedy but less armoured tank made for offensive fights. Can gain the ability to lay mines, switch between two types of armour-piercing rounds, camouflage for a first-strike bonus, gain increased visibility that also allows it to detect stealthed units more easily, and can "mark" an enemy target temporarily that makes them more vulnerable to attacks and reveals the target even through fog of war.
-M4 Sherman: A medium tank with jack-of-the-trades upgrades. Can gain the ability to clear mines with a Crab Mine Flail, gain a .50 cal MG gunner, deploy smoke, and can gain the 76mm gun upgrade that "...offers a long range, high explosive, armor piercing, area attack."
-Mk IV Churchill:A heavily armoured tank that is more support and defense oriented. Can gain a speed upgrade, hull down ability ('dig in' to trade mobility for increased defence), a flamethrower weapon, a Tread Breaker ability that temporarily immobilizes a hit vehicle, a field repair ability the heals friendly vehicles in an area, and Heroic Assault, which temporarily improves visibility and attack speed for friendlies.

Axis Tanks
-Hotchkiss H39: Small, speedy light tank that excels in offensive fights. Can gain the ability to camouflage for a first strike bonus, lay mines, immobilize targets like Tread-Breaker, and can gain the Wurfrahmen 40 rocket upgrade, which has been described as slow to take off but quite powerful against stationary enemies.
-Panzer IV: A medium tank with jack-of-the-trade abilities. Can gain upgrades to speed and damage of main gun, Armoured Skirts, a speed overdrive ability (temporarily increases movement speed), and can gain the ability to field repair itself.
-Panther: A heavier tank that lends itself more to support and defensive abilities. Can gain Armoured Skirts, a Blitzkrieg ability that temporarily increases speed and firepower, deploy smoke, call in artillery strikes, an ability that immobilizes the Panther but grants camouflage and increased range/damage (like a sniping mode) and can gain a never-before-seen ability, White Phosphorus rounds that are effective against clustered infantry.

The objective is to take down the enemy's victory tickets to 0. This is done by holding more Victory Points on the map than the opposing team, which causes their tickets to slowly decrease. In addtion, the team loses Victory tickets whenever one of their player's tank is killed, so careless deaths are a "no-no" in this mode.

However, unlike normal skirmishes, each Victory Point also grants bonuses to the team controlling them. Each Victory Point represents a different bonus, and the longer one is held, the more abilities that become available. 3 types of points have been confirmed: A Radio tower that grants air support commander abilities, a Mortar tower that grants random mortar strikes from an indestructible building in the middle, and an Infantry tower, that grants additional types of computer-controlled deployable infantry.

The Radio Tower grants (Allied first / Axis after) Recon Runs/Flares initially, with Strafing Run / Firestorm and Bombing Run / Henschel Run coming afterwards as the point is held for longer periods of time.

The Mortar tower does not grant any commander abilities - rather, controlling the point means a building in the middle of the map will launch random mortars at enemy tanks when line of sight is provided. These mortars are incredibly strong and can immobilize tanks.

The Infantry point allows you to deploy anti-infantry squads initially, with more expensive stealth squads (camouflaged squad armed with sniper rifles and sticky bombs) becoming available after the point is held for a while.

The amount of victory tickets can be adjusted before game starts, with a choice between 250, 500, or 1000. Like all the new MP modes, there is only one map for this mode as of 2.501


New Multiplayer Abilities

Mark Target: This is an ability that the PE Schwimmwagen Type 128 may have in multiplayer if the PE player's doctrine is Luftwaffe. It is also a confirmed ability for the M18 Hellcat and Hotchkiss in Panzerkrieg.

What this ability does is "mark" a target. The target is now more vulnerable to attacks (increased received accuracy), and vision of the target is granted. In addition, the "marked" target is revealed even through the fog of war.

White Phophorus rounds: Confirmed for the T17 Armored Car (U.S) in normal skirmishes, and the Panther in Panzerkrieg mode. For the T17 Armored Car in normal skirmishes, WP rounds is used to stun targeted vehicles. When hit, the vehicle is surrounded by a white smoke effect, and cannot move or fire temporarily.

In Panzerkrieg, the Panther can use this to blind an enemy tank, disabling their weapons and slowing movement speed.

Trivial fact: There is actually a lot of unused German dialogue about white phosphorus in CoH (OF speech files, specifically). This leads me to believe that WP was a cancelled concept and has been revived with Tales of Valor.

New Multiplayer Units

Tiger Ace as a Reward Unit
The Tiger 205 is a confirmed reward unit and is an alternative to the Wehrmacht Tiger. Note that there is no real difference between the two in multiplayer, besides the skin and voices. In other words, it's just a reward skin for beating the Tiger Ace campaign.


New Multiplayer Units for normal skirmishes

Relic announced that there are 8 new vehicle units being introduced with ToV, with 2 per faction. However, they work differently. Instead of being completely new units added to each faction's tech tree, these units serve as alternative options that can be "swapped" with a "classic" unit that fills the same role.

Your unit choice can be decided in the lobby, through the "Rewards" tab which contains a new sub-tab called "Vehicles".

For example, you can decide between using the new Kangaroo Carrier or the classic Cromwell Tank in the lobby, by ticking or unticking the Kangaroo listed on the page.

These new units will have differences, but overall, they will still fill the same role as the unit it is replacing. This supposedly will allow better flexibility and pre-game strategy planning, while keeping balance woes to a minimum.

However, most of the new units do have different resource costs than their classic counterparts.

The units listed here are using the official in-game names.

Confirmed officially:

* M18 Hellcat (U.S Tank Destroyer): Confirmed as alternative to M10 Wolverine. The Hellcat looks and behaves similarly to the M10 Wolverine at first sight. However, the M18 Hellcat can be upgraded with an MG, and it has an ability to lock-down camouflaged for a first-strike bonus. Downsides include less frontal armour penetration and slightly less speed than the M10, despite the tooltip stating it is faster.

* T17 Armored Car (U.S Armored Car): Confirmed as alternative to M8 Greyhound. The U.S version of the Staghound lacks the Mine Drop ability of the Greyhound, but has a new ability called White Phosphorus Round. It is used to shoot at a targeted enemy vehicle, which will stun the vehicle with a white smoke effect, rendering it immobile and unable to fire temporarily.

Aside from the ability, the American T17 is statistically similar to the Greyhound. Mobility is identical, but the T17 costs 10 more fuel and has +25 more health. The T17 shoots semi-fast: It shoots faster than an M8 Greyhound but slower than an Ostwind.

This means its main weapon is weaker, but faster, making the T17 more effective against infantry but less effective against vehicle counterparts, unlike the M8 Greyhound.

The T17 gains sandbags (skin add-on, doubles the T17's maximum health) at veterancy 1, unlike the M8, which must be upgraded with Armored Skirts to double its health.

* Kangaroo Carrier (British Armoured Personnel Carrier): Confirmed as alternative to Cromwell Tank. The Kangaroo Carrier has 4 unit slots and a 15 unit capacity garrison. When carrying troops, up to 6 units will appear at the open top, whom can attack. Like other open-top transports or buildings, the squads/units will change places to adapt to appropriate threads - for example PIAT Sappers will jump up when vehicles are nearby. Plus, infantry inside do not suffer from moving accuracy penalties. But, unlike other transports, these infantry cannot be harmed until the Kangaroo is destroyed.

The Kangaroo Carrier has tank-like armour and a weak frontal MG; despite the MG, it still relies very heavily on carrying infantry to make it useful.

In addition, Tommies carrying Bren Guns can use "Button Vehicle" while being transported - The Kangaroo can still move around while "Button Vehicle" is used. Lieutenants on board can also use their "Forward Observation Artillery". Lastly, the Kangaroo can use the "Hull Down" ability from the Royal Engineer Support doctrine.

*Staghound Armoured Car (British): Confirmed as alternative to Cromwell Command Tank. The Staghound still functions as a command vehicle that is required to be built at least once to tech up to Fireflies. It does not appear to have any new abilities, but it can be upgraded with an MG. The Staghound replacement is less armoured, but is a more mobile armed vehicle that is effective against light targets. Compared to the U.S version, this Staghound shoots at a slower rate, but each round is more powerful (similar to the M8 Greyhound's shots).

In addition it can use the "Hull Down" ability from the Royal Engineer Support doctrine.

As of 2.501, the Staghound Armoured Car is bugged. The vehicle aura does not show up or appear to work, despite the tooltip stating that it has a vehicle aura. Plus, you can build more than 1, meaning there is no hardcap. With these bugs, the Staghound is basically a more expensive Stuart that comes later, and it is not recommended to use this unit until the bugs are fixed.

* Schwimmwagen Type 166 (Wehrmacht Car): Confirmed as alternative to Wehrmacht Motorcycle. The Wehrmacht Schwimmwagen is an open-top car that can reverse, unlike the Motorcycle. This Schwimmwagen costs more than the Motorcycle and has a more powerful MG, but noticeable has less mobility. It also takes longer to build and has almost double the upkeep rate of the Motorcycle.

Schwimmwagens of both varieties do not suffer from movement penalties when moving through water. Note that it cannot actually swim through deep water (the engine does not support this) - swampy areas like those found in Beuax Lowlands is what it can go through at full speed.

* Geschutzwagen (Wehrmacht Tank Destroyer): Confirmed as alternative to StuG IV. This unit looks similar to a Marder III - an open top vehicle on treads. This unit not only has a main AT gun, but also a secondary MG. In addition, it has an ability that allows it to shoot almost twice as fast temporarily.

The Geschutzwagen is essentially a vehicle sniper - it has an extremely high damage shot and a long range, but also has a rather long reload time. Likewise, it's slow mobility and low armour makes it vulnerable when caught up close against AT of any kind, or penetrating small arms.

* Schwimmwagen Type 128 (Panzer Elite Car): Confirmed as alternative to the Kettenkrad. The Schwimmwagen for PE is an unarmed closed-top car, and may have one of three abilities, depending on the doctrine chosen:

Luftwaffe - Mark Target
Scorched Earth - Scorched Earth
Tank Destroyer - Mine Drop

Schwimmwagens of both varieties do not suffer from movement penalties when moving through water. Note that it cannot actually swim through deep water (the engine does not support this) - swampy areas like those found in Beuax Lowlands is what it can go through at full speed.

* Hotchkiss Light Tank: Confirmed as alternative to the Panzer IV Infantry Support Tank. The Hotchkiss is a light tank that is able to be upgraded with rockets called Wurfrahmen 40 (aka Walking Stukas) for 150 munitions. 4 missiles can be launched in a single barrage. In addition, it can upgrade its main gun to one with a longer barrel for 50 munitions, which increases penetration but makes it slightly less effective against infantry.

[ 本帖最後由 Deathnote 於 2009-4-16 17:25 編輯 ]

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原帖由 WARPIG 於 2009-4-16 15:49 發表
要學野最快係下海打RANK
輸贏唔緊要.睇下人地點起手.
有D招拆唔到,不妨學起佢.
再睇下人地點化解.

英文無難度可以去RELIC NEWS睇.

最驚托衰家 比人講

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原帖由 Deathnote 於 2009-4-16 16:51 發表
Multiplayer

For multiplayer, there are 3 new modes being added. Now, in addition to playing normal skirmishes (Annihilate or Victory Points), ToV introduces these completely new multiplayer modes tha ...
見到英文就唔想睇:funk: ,有冇人可以老翻左佢

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原帖由 sillycheng 於 2009-4-16 17:03 發表
見到英文就唔想睇:funk: ,有冇人可以老翻左佢


雖然唔係好準,但可以成個 passage,或網站咁譯,好過無。
http://babelfish.yahoo.com/


[ 本帖最後由 Deathnote 於 2009-4-16 17:09 編輯 ]

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我的 ID: Leon1521
我是香港人,最愛玩Pazer Elite,請加我。
Msn:Leon1521@msn.com

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原帖由 Leon1521 於 2009-4-16 21:03 發表
我的 ID: Leon1521
我是香港人,最愛玩Pazer Elite,請加我。
Msn:Leon1521@msn.com

已加入了頭 post

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新的載具取代了舊的載具...唔可以轉番舊果D嗎?

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原帖由 tommy2005twl 於 2009-4-16 23:17 發表
新的載具取代了舊的載具...唔可以轉番舊果D嗎?

可以新舊之間自由更換的..... 你查一下選項吧

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有關 2.502 更新檔情報 :
http://community.companyofheroes ... patching-plans-2502
重點翻譯 :
2.502 正在測試中
1. 解決 Assault, Panzerkrieg Operations 比賽自動配對的死機問題
2. 在建築物的機關槍(簡稱 :MG)能在不同面向的窗户之間自動轉移是個 bugs, 將在 2.502 修正(第一階段),
(第二階段)加入房子裡架MG的新控制功能等,我們(指Relic)感受到,應該給予玩家更多的,更廣泛的控制權,因此,我們加入了「窗口控制」這一新功能,能讓玩家們設定MG在指定窗口,我們一直主張給玩家更多的自由來控制他們的小隊,這些變化將真正的加入遊戲


http://community.companyofheroes ... patching-plans-2502
Patching Plans 2.502

We are currently working on patch 2.502 which will be a small patch aimed at addresses a game crash when Company of Heroes: Tales of Valor players perform an Automatch search for either the Assault or Panzerkrieg Operations and instant machinegun switching between building windows.
This patch is currently in the QA testing process.

We’ve seen a number of posts in community forums related to the new functionality of controlling MGs inside of buildings.  With the development and design of Company of Heroes Online and Tales of Valor, we felt very strongly about giving players more control over their squads inside of buildings.
Therefore, we added the “window swapping” feature to allow players to designate the window from which the MG will shoot.  Part of this new functionality also includes being able to use certain unit abilities inside of buildings.
We’re always in favor of giving the players more control over their squads and we feel that these changes will really add to the game.

However, the fact that the MG can instantly switch between windows is a bug that we are currently addressing.
The fix for this bug is not simple, so we are addressing it in two stages.  First, we’ve added a delay, so that an MG must stay at a particular window for a given amount of time, before you can order him to switch to a new window.
This will be coming out in the 2.502 patch.  The second stage, we will be addressing some of the UI and control issues with regards to what the MG is doing as its changing windows, so that you better understand how that is working.
Please try out this new functionality and give us your feedback, as the community’s support and opinion is invaluable in our development process.

[ 本帖最後由 Netman 於 2009-4-17 01:49 編輯 ]

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