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How Veterancy works - An Explanation of Veterancy Mechanics for all Factions

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    Senior Member YurdleTheTurtle's Avatar
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    How Veterancy works - An Explanation of Veterancy Mechanics for all Factions

    How Veterancy works - An Explanation of Veterancy Mechanics for all Factions

    Change Log
    Nov 2-17 2009
    -Made a large number of updates to the entire guide. Added some new information and did lots of editing to polish up the guide.

    Introduction

    Although veterancy is briefly explained in the game's tutorials, like most CoH mechanics, veterancy is actually a more complicated matter. This guide will explain how veterancy works for each faction, as well as other mechanics involving veterancy.

    For example, in addition to the basics of how it works, it will explain how some things influence veterancy, and what the meaning is behind some special properties, like "Infantry Elite" or "Armoured Skirts".

    As usual, remember to visit www.coh-stats.com for info on CoH's mechanics.

    Table of Contents
    How Veterancy works (General)
    How U.S Veterancy works

    How British Veterancy works
    How Wehrmacht Veterancy works
    How Panzer Elite Veterancy works


    How Veterancy works (General)

    Veterancy is the act of a unit gaining 'experience', and when enough is gained they will benefit from permanent bonuses. How they gain that experience (or whether they even can) depends on the faction.

    U.S and PE units must destroy enemy units in order to get veterancy requirements - however, U.S units gain it individually while PE share experience to nearby units. The British are also the same as the PE, but only 3 units can actually carry experience, and these units have special aura bonuses that benefit nearby British units. The Wehrmacht are completely different, where their veterancy is actually purchased from a structure. They do not gain veterancy from killing.

    Every unit also has a designated veterancy value, which is how much experience a unit is worth when killed. For example, a Volksgrenadier is worth 1 veterancy experience, while a Grenadier is worth 2. Keep in mind this is referring to individual units, not an entire squad. Also, keep in mind that the green points that appear above killed units is Command experience, not veterancy experience. To see what these numbers are, visit http://www.coh-stats.com/Info:Gaining_Veterancy

    Each unit is capable of gaining up to 3 levels of veterancy. As you would expect, the higher the level of veterancy, the more benefits the unit gains.

    In order to gain a level of veterancy, they must meet the veterancy requirement (a designated number). This just means they must accumulate enough experience to meet the requirement.

    Once they do accumulate enough experience, the unit will gain a veterancy level. This is announced in-game by a temporary symbol that flashes above the unit's head, and a permanent, small white bar symbol above their blue health bar. One white bar represents level 1, two represents level 2, and 3 represents level 3.

    Veterancy is important because it grants a permanent bonus to the unit, giving players incentive to keep their squads alive. However, what kind of bonuses depends on the unit, as it is different for many units. U.S units have a wide variety of different bonuses depending on the units (although most vehicles share the same bonuses). The three British units have relatively simple bonuses. Wehrmacht and PE units often have the same bonuses across a range of units.

    These bonuses improve the unit's effectiveness, including improving survivability, offensive power, improvements to existing abilities, or unlocking new abilities for some.

    To see the experience requirements, as well as what the bonuses are for each unit, check out http://www.coh-stats.com/Veterancy:Contents. Click on a specific unit's page to see their veterancy requirements and bonuses.


    How U.S Veterancy works

    U.S veterancy is very simple. As U.S units destroy enemy units, they will gain veterancy experience. Accumulate enough to meet the requirements, and a veterancy level is gained.

    U.S veterancy is individual to each unit, as they don't share experience to nearby units. This means the last US unit that scores the killing blow, will gain all the experience that the killed unit has to offer.

    This allows U.S units to gain veterancy at a faster rate over other factions, but it also means it is more inconsistent among multiple units.

    Do captured equipment retain and gain veterancy experience?

    Yes, captured equipment will still be able to gain veterancy experience. However, veterancy levels do not transfer when capturing equipment. For example, capturing an AT gun with a "vetted" squad won't make the AT gun instantly have the same level.

    How are Riflemen veterancy affected by the their upgrades?

    The following upgrades increases the rate at which Riflemen gain veterancy experience.

    Sticky Bombs (Barracks): Received experience squad modifier: x1.05 (5% increase)

    Browning Automatic Rifle (Barracks): Received experience squad modifier: x1.05 (5% increase)

    Level 1 Production (Supply Yard): Received experience squad modifier: x1.1 (10% increase)

    Level 2 Production (Supply Yard): Received experience squad modifier: x1.2 (20% increase)

    If all 4 upgrades are researched, Riflemen will gain 1.2*1.1*1.05*1.05 = 45.53% more experience than normal.

    Grenades and other upgrades not listed above do not change their experience rate directly.

    Interesting/Useful Facts

    -Riflemen squads gain an additional +6 Sticky Bomb range at veterancy level 2.
    -The T17 Armoured Car gains a sandbag skin add-on, and x2 the maximum health at veterancy level 1. This is different from the M8 Greyhound, which gains double health from spending munitions on an upgrade instead of requiring veterancy.
    -The Armoured Skirts upgrade for the M8 Greyhound simply doubles its maximum health. It does not function the same way as Armoured Skirts does for Axis tanks (refer to Wehrmacht Veterancy for more info).
    -The Sherman Calliope (Armour Company doctrine) gains reduced barrage recharge time at each veterancy level (-10 seconds per level).

    U.S Veterancy Bugs (As of 2.601)
    M18 Hellcat:
    -M18 Hellcat has higher veterancy requirements than the M10 Wolverine (12/24/36 instead of 8/16/32).
    -The Hellcat also has an incorrect value for its veterancy level 2 bonus range. It is +1.15 instead of x1.15 (+15%), which means the bonus is currently extremely small and negligible.
    M2 105mm Howitzer:
    -The M2 105mm Howitzer does not gain reduced barrage cooldown with veterancy. This may or may not be a bug.


    How British Veterancy works

    The British veterancy system is quite different than the other factions. Only 3 units (Lieutenant, Captain, and Command Tank) can actually gain veterancy experience/levels.

    These 3 units also have aura bonuses, where they grant benefits to your other units within a certain range. As most already know, some of these benefits are quite useful, such as the movement speed increase from the Lieutenant.

    Lieutenant and Captain
    http://coh-stats.com/Veterancy:Lieutenant
    http://coh-stats.com/Veterancy:Captain

    I refer both units as "Officers".

    Gains veterancy from:

    British officers gain experience when killing enemy units, as well as gaining shared experience from nearby infantry that kill enemy units. The share radius is 35 for Commandos (All types), and 40 for all other British infantry.

    Do Officers gain veterancy experience from nearby emplacements?

    No, they do not. 2 emplacements do not share at all, and 3 emplacements share vehicle veterancy.

    However, if the emplacement is recaptured by you, they strangely share infantry veterancy, meaning your officers can gain experience off them.

    Refer to the "Do captured equipment share veterancy experience?" question for more info.

    How does the Captain's aura bonuses work in terms of range? What about veterancy experience?

    The Captain's bonus is territory-wide. Any of your infantry and emplacements that are inside the same friendly sector as the Captain, highlighted green on the mini-map, will benefit from his bonuses.

    The Captain however, only gains shared experience through the same 35-40 radius as Lieutenants. Remember, the Captain's bonuses only work in friendly sectors, so remember this if you tag him along with troops to gain experience.

    Is experience divided up among multiple Officers?

    No. If you have more than one officer receiving experience from nearby infantry at the same time, the experience is not divided up.
    This is because Lieutenants/Captains share and absorb 100% (x1 multiplier for self and share) of veterancy experience from your nearby troops killing enemy infantry. Thus, experience rate is not divided up, unlike Panzer Elite units.

    How does veterancy bonus stacking work for multiple Lieutenants?

    Basically, units have "non-stackable" and "stackable" bonuses. Non-stackable means this bonus only applies once. Stackable bonuses can stack with other bonuses of the same type to provide a stronger overall bonus.

    For example, the Lieutenant at level 0 has an aura that grants x1.15 Accuracy (non-stackable), x1.025 Damage bonus (non-stackable), and x1.125 Damage bonus(stackable).

    This means if there are more than 1 Lieutenant in the same area, the accuracy and minor damage bonus do not stack - they will only apply once to nearby units. However, the stackable x1.125 damage bonus will stack with other Lt's in the area, creating a stronger damage bonus overall.

    When calculating stacking, remember that they are just multiplying with each other, and are not necessarily doubling/tripling.

    For example, 2 Lt's near each other provide 1.025 * 1.125 * 1.125 = 1.297265625 = about +29.7% total Damage bonus.

    What's better? A single veterancy level 2 Lieutenant, or two veterancy level 0 Lieutenants?

    This does not have a clear answer due to different bonuses.

    First, a veterancy level 2 Lt. has a larger variety of bonuses. At level 2, an Lt. gains two additional weapon cooldown bonuses and a weapon reload bonus, on top of everything level 0 gives.

    However, two level 0 Lt's would mean two damage bonuses stacking.

    This means that while a level 2 Lt has lots of bonuses, two level 0 Lt's would be granting 1.025 *1.125 * 1.125 = about 29.7% Damage bonus to nearby troops. This is compared to a single Lt's damage bonus of only 1.025 * 1.125 = about +15.3% damage bonus.

    Since the damage bonus gets a big jump when 2 Lt's stack up, it may be arguable that having more damage is better than having more variety of bonuses.

    Command Tank
    http://coh-stats.com/Veterancy:Cromwell_Command_Tank

    Gains veterancy from:

    The Command Tank gains veterancy experience from killing units, as well as from shared experience from your vehicles and emplacements that destroy enemy units. The radius is 40 for some emplacements and all British vehicles.

    Do Command Tanks gain veterancy from emplacements?

    Yes, but not all of them. The Bofors 40mm Emplacement, 17 Pounder AT Emplacement, and 25 Pounder Howitzer Emplacement share vehicle veterancy experience within a radius of 40.

    However, the Vickers MG Emplacement and the 3in Mortar Emplacement do not share any experience at all.

    Do Priests share veterancy experience?

    Yes, they do. As long as the Command Tank is within range of the Priest artillery vehicles during the time it gains some kills, it will gain veterancy experience.


    Other Questions

    Do Sapper mines contribute to veterancy experience?

    Yes. As long as the Lieutenant(s) and/or Captain is near the Sapper squad that built the mine, and that mine kills some units, the Lieutenant(s)/Captain will gain veterancy experience.

    Do Officers/Command Tanks gain experience when near allied units that kill enemy units?

    Nope. You'll have to kill enemy units with your own units in order to gain veterancy experience.

    Do captured equipment share experience?

    Yes.

    However, it is a bit odd. All captured equipment, whether they be British emplacements or Axis weapons, share infantry experience, meaning only your officers will be able to gain experience from these units' kills.

    Interesting/Useful Facts
    -Lieutenants gain the "Heroic Charge" ability at veterancy level 1.
    -British Officers and Command Tanks only gain better/more aura bonuses at veterancy level 2.

    -Lieutenants and Captains benefit from minor self veterancy bonuses as well, such as increased health.
    -The Command Tank does not have any self veterancy bonuses. This means level 1 and 3 do not yield any bonuses; only level 2 provides additional bonuses.
    -When a Lieutenant reaches level 3, the player will be provided with +80 Command experience, which is the equivalent of 1 Command Point. The Lt. will also provide +4 Population Cap, as long as he stays alive.
    -A level 3 Captain provides +66% increased resources to the sector he is currently in.

    Munitions sector: +4.8 on normal or +7.97 on secured (Munitions/min). Fuel sector: +4 on normal or +6.64 on secured (Fuel/Min).

    British Veterancy Bugs (As of 2.601)
    -Commandos, Commando Weapon Teams, and captured equipment (MG, AT gun, Mortars, etc.) do not benefit from the Lieutenant's aura. However, the cosmetic icon will still show when near a Lieutenant.
    The reason why these units do not benefit is because the Lt.'s aura bonuses only apply to units tagged as a "Builder", which Tommies and Sappers have. This may or may not be intentional.
    -Sappers upgraded with "Detection and Disposal Section" can have their movement speed bugged with the Lieutenant's aura when walking around in enemy territory. This is due to the Sapper's upgrade not being listed as an exception to the Lt's movement speed bonus, thus causing a conflict and slowing down the Sapper when escorted by an Lt.


    How Wehrmacht Veterancy works

    Wehrmacht veterancy is completely different from all the other factions. They do not kill to gain veterancy experience - rather, the Wehrmacht must purchase veterancy upgrades from the Kampfcraft Centre.

    There are 4 categories of upgrades, each with 3 levels. These are Infantry, Support, Vehicle, and Tank. Infantry veterancy affects infantry units (including the Officer), Support affects Pioneers, Snipers, and weapon teams (MG, Mortar, Nebelwerfer), vehicles affect vehicle units, including the PaK38 and FlaK 36, and finally, Tank veterancy affects all tanks, including the Geschutzwagen and Tiger (Blitzkrieg doctrine).

    The King Tiger (Terror doctrine) and Goliath units do not benefit from veterancy.

    Once a veterancy upgrade has been researched, it grants a global, permanent bonus to all units that are affected by that upgrade.

    What is Health Regeneration?

    Many Wehrmacht infantry units gain health regeneration at veterancy level 1. As the name implies, this bonus allows infantry units to slowly regenerate their health over time.

    The only unit that has health regeneration without any upgrades or ability use is the Wehrmacht Officer, with a base regeneration rate of 24 health/minute. This does stack with veterancy level 1 to provide even more regeneration.

    Wehrmacht health regeneration occurs at a rate of 10.56 health per minute. You can visit coh-stats.com to find info on how much health each unit has, among many other things. Generally though, since units that can benefit from health regeneration have 60 to 90 health (individual units), it would only take a few minutes to regenerate an injured unit back to healthy levels.

    Panzer Elite infantry units can also gain health regeneration through veterancy. Check the Panzer Elite veterancy section for more info.

    What is Infantry Elite armour?

    Grenadiers, Stormtroopers, Pioneers, Mortar teams, MG teams, and Officers can gain Infantry Elite armour at veterancy level 2.

    As the name implies, this changes their target type from regular infantry to elite infantry.

    This affects the Target Table (Refer to my beginner's guide for more info).

    Many weapons (mainly ones that fire bullets) have reduced accuracy and/or damage against Infantry Elite targets. Note that area of effect weapons like grenades, artillery, and mines, as well as most tank main guns, are not affected.

    On the downside, Infantry Elite targets take more damage from flamethrowers. In addition, Snipers are more accurate against these targets, and they have no accuracy penalties when firing on retreating Infantry Elite targets. Lastly, Elite targets have slightly increased received suppression from HMGs.

    Of course, as many noticed, the advantages of Elite armour can outweigh the disadvantages most of the time. It vastly increases the survivability of Wehrmacht infantry. Many Allied infantry weapons have up to -25% reduced accuracy and damage against Infantry Elite targets.

    To see how a weapon's effectiveness is changed, visit a weapon's page on CoH-stats.com and click the "Target Table" tab. Look at the the numbers displayed against Infantry Elite. As mentioned before, it is generally reduced accuracy/damage penalties for most weapons except area of effect and most tank main guns.

    What are Armoured Skirts?

    Armoured skirts work similarly to Infantry Elite armour, in that it changes the target table for certain units. The Wehrmacht tanks StuG, StuH, Panzer IV, and Panther will gain Armoured Skirts at veterancy level 3.

    The Panzer Elite Panzer IV Infantry Support Tank can also benefit from armoured skirts from an individual upgrade that costs munitions. It counts as a Panzer IV /w Skirts when upgraded.

    The Panzer Elite Panther also gains armoured skirts at veterancy level 3.

    Like Infantry Elite armour, it changes the tank's target type to (Tank's name) with Skirts.

    Unlike Infantry Elite, Armoured Skirts are visible on each tank that is affected, showing off the added armour.

    Again, the Target Table is affected. Many anti-tank weapons have reduced penetration or damage against skirted tanks.

    For example, infantry anti-tank weapons like the Recoilless Rifle, Bazooka, and Panzershreck have -25% penetration and damage. The PIAT has -25% penetration. Most tank weapons have -10% damage. Sticky Bombs have -50% penetration against Skirted targets.

    There are also a lot of varying (and somewhat obscure and subtle) bonuses that differ from the above general changes, although they may be unintended bugs. For example, some weapons have accuracy changes against skirted targets.

    Again, to see the changes yourself, visit a weapon's page on CoH-stats.com, and click the "Target Table"
    tab. This will tell you what that weapon's effectiveness against certain targets are. Armoured Skirt targets are labelled as (Tank's name) /w Skirts.

    Do captured equipment retain and gain veterancy experience?

    Equipment captured by Wehrmacht can still benefit from purchased veterancy, depending on the unit and which one was researched. For example, captured AT guns will benefit from vehicle veterancy, even if it is a U.S AT gun.


    Interesting/Useful Facts
    -Pioneers gain the ability "Battlefield Repair" at veterancy level 3. This replaces the standard "Repair" ability. Battlefield Repair has reduced Manpower drain (2.5 instead of 5 per minute) and Pioneers repairing take significantly less extra damage: x1.25 (+25%) instead of x3 (+200%).
    -Knights Cross Holders gain the ability "Fire Panzerfaust" at veterancy level 1.
    -The Wehrmacht Officer (or Leutnant) is the only infantry unit in the game that benefits from health regeneration without any upgrades. He has a base regeneration of 24 health/minute. This also stacks with veterancy level 1's health regeneration bonus, which brings the total rate to 34.56 health/minute.
    -Sdkfz 251 Halftracks gain reduced barrage cooldown time with each veterancy level (-10 seconds per level).


    How Panzer Elite Veterancy works

    Panzer Elite veterancy is fairly simple. They gain veterancy experience from destroying enemy units, but the experience is shared among nearby PE units within a radius of 25.

    For PE infantry, they gain 100% of the experience gain from kills, and share 45% of that to nearby squads.
    For PE vehicles, they gain 90% of the experience gain from kills, and share 50% of it to nearby vehicles.

    So, unlike U.S units, PE units will gain veterancy levels slower (since it is shared and they have high requirements) but it will be much more consistent among multiple units.

    At each veterancy level, a veterancy upgrade choice will appear when the unit is selected. You can choose either Offensive or Defensive veterancy.

    PE Infantry Bonuses:

    Offensive veterancy levels grant increased accuracy, reduced reload, reduced cooldown, and increased penetration.

    Defensive veterancy levels grants reduced received damage, reduced received suppression, increased maximum health, and increased health regeneration.

    The regeneration rate for each level of defensive veterancy on PE infantry units is 3.36 per minute.

    PE Vehicle Bonuses:

    Offensive veterancy levels grant increased accuracy, reduced reload, reduced cooldown, and increased penetration.

    Defensive veterancy levels grants reduced received accuracy, reduced received damage, increased maximum health, and increased maximum speed.

    These bonuses are the same for all PE units. Note that some units do not get a choice for which veterancy bonus to get.

    PE units do not benefit from any bonuses until you choose a veterancy upgrade!

    What PE units do not have veterancy choices?

    The Kettenkrad, Schwimmwagen Type 128, Munitions Halftrack, Funkwagen 'Vampire' Halftrack, and Bergetiger Repair and Recovery Vehicle do not have veterancy choices.

    These are basically the units that do not fight, and thus they can only gain defensive veterancy. You do not have to "choose" it, as defensive veterancy applies automatically for these units upon reaching each level.

    How is the Mortar Halftrack unit affected by veterancy?

    Defensive veterancy works as expected.

    However, offensive veterancy is a bit different. All the offensive bonuses apply to the Mortar Halftrack's regular attack, but does not apply to its barrages.

    The reason is because offensive veterancy grants bonuses to hardpoint 1, which is the primary weapon for most units. However, the Mortar Halftrack's barrage ability uses hardpoint 2. Therefore, the barrage ability is not affected by offensive veterancy.

    How is the Hummel Self Propelled Artillery unit affected by veterancy?

    Defensive veterancy works as expected.

    Each level of veterancy (upgrade choice not required) reduces barrage recharge by 10 seconds.

    For offensive upgrades, the Hummel actually only benefits from one of the four bonuses.

    Increased accuracy does not actually affect the Hummel (since it fires through barrages). Increased penetration does not really help out, as the Hummel already has guaranteed penetration against all targets. Reduced cooldown also does not help, as the Hummel has a cooldown of 0.

    Reduced reload is the only one that works. It reduces the amount of time it takes for the Hummel to fire each shell during a barrage (ex. a level 3 offensive Hummel will fire each shell every 3.645 seconds instead of 5).

    Do captured equipment retain and gain veterancy experience?

    Yes, captured equipment will still be able to gain veterancy experience. However, veterancy levels do not transfer when capturing equipment. For example, capturing an AT gun with a "vetted" squad won't make the AT gun instantly have the same level.


    Is it true that getting Defensive veterancy level 1 for PE vehicles is better than getting it at level 2/3?

    Yes, this is true. Defensive veterancy level 1 for PE vehicles provides slightly more bonuses than level 2/3. This means if you want to make the most out of the defensive veterancy, it is recommended to choose Defensive as your first upgrade choice. If chosen at level 2/3, it will not have the same impact.

    To be exact:
    Defensive veterancy level 1:
    Received Accuracy: x0.9
    Received Damage: x0.9
    Maximum Health: x1.15
    Maximum Speed: x1.15

    Defensive veterancy level 2/3:
    Received Accuracy: x0.95
    Received Damage: x0.95
    Maximum Health: x1.05
    Maximum Speed: x1.15


    As you can see, choosing Defensive as your first choice grants a greater bonus over choosing defensive later, with a 5% difference in received accuracy and damage, and a 10% difference in health increase.

    Remember, this applies to PE vehicles only.

    Are there any other odd PE veterancy issues I should know about?

    Although not too important, PE infantry gain a small extra bonus for choosing Defensive as their third choice. It provides x0.95 (-5%) Received Accuracy, on top of the other four bonuses.

    Interesting/Useful Facts

    -Fallschrimjagers actually have lower veterancy requirements than Panzer Grenadiers. They have 8/24/38 compared to 12/26/40.
    -Armoured Cars gain +15 health at veterancy level 1. This is an additional bonus that stacks with the standard PE veterancy upgrades.
    -Panzer IV Infantry Support Tanks benefit from the same armoured skirts properties as the Wehrmacht Panzer IV tank, when upgraded with "Armoured Skirts", an individual upgrade that costs munitions.
    -Panzer Elite Panthers gain an MG42 gun add-on at veterancy level 2, and 0.75 (-25%) Received Penetration at veterancy level 3. PE Panthers also receive armoured skirts at veterancy level 3. This means they effectively mirror the Wehrmacht veterancy bonuses, which also stack with the PE bonuses. This means PE Panthers benefit from one of the best veterancy bonuses in the game, assuming they reach level 3.
    -Hummels gain reduced barrage cooldown time with each veterancy level (-10 seconds per level).

    Panzer Elite Veterancy Bugs (As of 2.601)

    Munitions Halftrack:
    -The Munitions Halftrack has the same 12/29/51 veterancy requirements as the other heavier PE vehicles. This is probably not a bug but more of an overlooked balance issue.

    Hotchkiss Light Tank:
    -Hotchkiss tanks cannot share experience or receive shared experience. This effectively cripples their ability to gain levels and contribute to other PE units' levels.
    -They also have the old veterancy requirements before beta patch changes
    (12/34/48 instead of 12/29/51). This means it takes them longer to go from level 1 to 2 compared to going from 2 to 3.
    -Lastly, Hotchkiss tanks also do not receive reduced Stuka barrage cooldown with each veterancy level. Recall that nearly all other artillery pieces can benefit from reduced cooldown times with veterancy levels.

    Marder III Tank Hunter:
    -Marder IIIs have had increased veterancy requirements from 16/22/38 to 12/29/51. This may or may not be a bug, as the veterancy fix for other PE units also applied to the Marder III, which ended up raising its veterancy requirements too.


    Hetzer Tank:
    -Hetzers still has the same veterancy requirements as the Jagdpanther (24/58/102). This may be a bug.

    Other Info:

    There is another Wehrmacht veterancy guide that compiles Wehrmacht veterancy bonuses, as well as explanations. If you need an alternative guide, check it out here: http://www.gamereplays.org/companyof...eterancy-guide

  2. #2
    Member Niftyeye's Avatar
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    Thanks for this

  3. #3
    Great work Yurdle! Perhaps you also could add how Pz. Elite Panther Veterancy works

  4. #4
    Senior Member YurdleTheTurtle's Avatar
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    @DrEvil: Not sure what you mean. All PE units use the same veterancy system.

    However you did make me realized I missed out something about the Panther. It gets three extra bonuses (including Armoured Skirts) with veterancy, so I'll add it in to the "Interesting/Useful Facts".

    Also, I made a mistake. There's actually two different bonuses - one for PE infantry, one for PE vehicles. I'll make corrections in the post.

    Besides that I've also updated about health regeneration rate for defensive veterancy on PE infantry, and defensive veterancy level 1 providing more bonuses than level 2/3 for PE vehicles.

    Actually, even more changes. Just check change log.
    Last edited by YurdleTheTurtle; 20th Jul 09 at 1:10 PM.

  5. #5
    Member daroach1414's Avatar
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    Damn yurdle. You got some extra time lately or something.
    "The story's still the same, I've just personalized the name"

  6. #6
    @DrEvil: Not sure what you mean. All PE units use the same veterancy system.

    However you did make me realized I missed out something about the Panther. It gets three extra bonuses (including Armoured Skirts) with veterancy, so I'll add it in to the "Interesting/Useful Facts".
    You totally nailed it

  7. #7
    Senior Member YurdleTheTurtle's Avatar
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    Quote Originally Posted by daroach1414
    Damn yurdle. You got some extra time lately or something.
    Eh not really. I did this on the weekend. Compared to others though, yes, I have more free time since I only have summer school as the major time sink.

    Not sure what to do for my next topic. Anyone got any ideas?

  8. #8
    Could you do one on the situation of Allied armor (tanks) vs Axis armor (tanks)

  9. #9
    Member katzenkrimis's Avatar
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    thanks. i just learned a ton of new things. i had no idea about some of them. nice work.

    -hotchkiss gets burned again.

  10. #10
    Senior Member YurdleTheTurtle's Avatar
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    @Beholda: You're going to have to be more specific. However it's better if we can get mechanics-related questions and not just unit comparisons like "What's better, this or that"?

    @katzenkrimis: Yeah...I think Relic needs a new update to their coding. It seems very easy for them to miss stuff like this.

    Updated list to include the M18 Hellcat veterancy bugs. See my bug list for many more bugs not related to veterancy.

  11. #11
    What i meant was stuff like top speeds, acceleration, penetration, damage, armor, penetration resistance, range, availability (cost, lateness) and any known bugs.

  12. #12
    Senior Member YurdleTheTurtle's Avatar
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    @Beholda: A little more specific. Do you want me to explain how to interpret CoH-stats.com? Compare units? A unit guide? Still unsure what you're asking for.

    coh-stats.com has a "Game Basics" section that explains how to interpret its many stuff, although I could go into more details if you guys wanted me to.

  13. #13
    Basically, unit guide. I currently don't know what will beat what more often.

  14. #14
    About wehrmact veterancy: are the bonuses just health regen and armor elite? I was wondering if damage, speed and, sepcifically, pionier repair/build rates are improved.

  15. #15
    Senior Member YurdleTheTurtle's Avatar
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    @comrade daelin: Almost all infantry units, and a couple of support units (Pioneer, Sniper) gain infantry regeneration at level 1. Most Infantry units gain elite armour at level 2, plus the Pioneer, MG42 and Mortar team for Support units.

    There are some exceptions (Volksgrenadiers and KCH don't gain a new armour type at level 2, for example) but overall Wehrmacht veterancy tends to be the same for most units.

    Vehicles and Tanks obviously gain different bonus. Vehicles are fairly varied, but Tanks are pretty much the same across the board: Reduced damage, MG42 add-on / some other bonus, and armoured skirts, with a couple of exceptions.

    The only units as far as I know that benefits from speed and damage increase are the Puma, 251 Halftrack, Nebelwerfer, MG42 team (-25% reload at level 1), Mortar team and Geschutzwagen (-50% reload at level 3).

    Don't forget that all light vehicles gain reduced received accuracy while moving, with each level. It's minor for the Puma, decent for the Halftrack and PaK38, and significant for the Motorcycle.

    As for Pioneers, as I noted in my guide:
    -Pioneers gain the ability "Battlefield Repair" at veterancy level 3. This replaces the standard "Repair" ability. Battlefield Repair has reduced Manpower drain (2.5 instead of 5 per minute) and Pioneers repairing take significantly less extra damage: x1.25 (+25%) instead of x3 (+200%).
    They don't gain increased repair rates.

    If you want to see a unit's specific veterancy bonuses, check CoH-Stats: http://coh-stats.com/Veterancy:Contents

    As mentioned in my guide as well, you can also visit this guide for an easy way to see Wehrmacht veterancy bonuses: http://www.gamereplays.org/companyof...eterancy-guide

    Just keep in mind it's got a couple of things wrong. The Officer gains from Infantry veterancy, and they're missing some information.
    Last edited by YurdleTheTurtle; 4th Nov 09 at 3:44 PM.

  16. #16
    You forgot to mention that Commandos are not affected by Lieutenant bonuses, only Captain bonuses.

  17. #17
    Senior Member YurdleTheTurtle's Avatar
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    @Nanaki: I'm going to wait to get confirmation on this before publishing it. I know all evidence points to Commandos and weapon teams unable to benefit from Lt bonuses, but I need to be absolutely sure.

    Also, as I'm still continuing to update the guide, I discovered a couple of new things in regards to PE veterancy.

  18. #18
    About the PE Panther veterancy- I'm a bit confused on exactly what they get and what you meant by stacking benefits. Can you elaborate on that tidbit a bit further?

    PE veterancy has two "lines", defensive and offensive, what does each one give? My first impression was that they are the same as wehrmact veterancy but then they only have three levels rather than 2 branches of three levels.

  19. #19
    Member MajorWAA's Avatar
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    Does Hummel DEFENSIVE vet work as expected? It would seem pointless getting OFFENSIVE vet as the difference between 5 secs and 3.645 secs shots is next to nothing but being able to move faster and receive less damage - for example from counter battery fire - is a good benefit.

    Cheers

  20. #20
    Senior Member YurdleTheTurtle's Avatar
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    @comrade_daelin: Refer to the Panzer Elite section for what the bonuses actually give.

    For PE panthers, they gain these bonuses (defensive/offensive depending on player choice) on top of also getting additional bonuses at level 2 and 3. The bonuses can be pretty incredible, but only if you can actually reach level 3.

    @MajorWAA: Defensive veterancy works as expected for Hummels.

  21. #21
    Thank you for this guide. Very informative!

    Does a riflemen squad gain experience by unit squad or soldier? I'm having a hard time vetting my rifles and I think it's because I constantly have to retreat and reinforce them.

    Let's say a rifleman squad has gained 12 XP but they've been whittled down to 2 soldiers left. After they're reinforced back to 6 soldiers, would the experience gained still be 12 XP?

    vv Thanks Kuoppa
    Last edited by Spreading; 28th Feb 10 at 5:01 PM.

  22. #22
    Member Kuoppa's Avatar
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    Let's say a rifleman squad has gained 12 XP but they've been whittled down to 2 soldiers left. After they're reinforced back to 6 soldiers, would the experience gained still be 12 XP?
    Yes it will still be 12 XP. XP is "attached" to units not individual soldiers. So you can never lose vet that you have gained unless you lose a whole unit.

    ~Kuoppa

  23. #23
    Recent I started playing British and even though i looked at the little links to lieutenants and captain veteracy I still don't know what it means.

    Can somebody please make a easy-to-understand guide on how to read that veterancy chart? Or can somebody just tell me what bonuses the command tank, the liet and the captain give to themselves and to their command auras (also what do they give normally without vet?)?

  24. #24
    Senior Member YurdleTheTurtle's Avatar
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    Oh my bad Beholda, never knew it was hard to understand. I also just noticed someone else changed up the Lieutenant's veterancy page; to be honest I think these changes made it a little too clustered and harder to understand. I'm not even sure why someone even bothered to change it.

    Here's how it works:

    Each page lists the veterancy stuff in a chart.

    The chart is fairly simple to follow. First it's an icon. For the British, the stars indicate an aura bonus, and emblems represent self bonuses. Second, the name/description. Next comes who is affected ("infantry" or "vehicles" or "Emplacements" for aura bonuses for specific units nearby, "self" for the unit only, and "player" for miscellaneous bonuses that don't affect units). The 4th box displays whether or not this bonus is stackable - I explain what this means in both coh-stats and in this guide.

    The 5th box displays the actual numbers on the bonuses, and finally, the last one shows you the experience required.

    Here's a detailed look at the Lt's page.

    Lieutenant: They level at 12/30/54 experience respectively. Lt's have an aura bonus available at level 0 however, which is displayed at the top of the table. (0 vet exp required)

    The 2 stars icon indicate level 2 aura bonus, which is gained by getting 30 vet experience, or a level 2 Lt.

    The emblems indicate self-veterancy bonuses, which are bonuses that only affect the Lt, and is not part of the aura bonus. For example, at level 1 (12 exp required) an Lt. gains extra health and unlocks the Heroic Charge ability.

    ---------------

    I hope you now understand how it works Beholda. If you still got questions, feel free to ask. I'm still not sure why someone changed the Lt's page when it did not need changing. Perhaps I'll revert it or something.
    Last edited by YurdleTheTurtle; 4th Mar 10 at 6:39 PM.

  25. #25
    So vet 1 gives heroic charge and helps with survivability, vet 2 gives better aura and vet 3 gives more max pop and a command point.

    Knowing this will help me much. I thought that all vets gave bonuses to the aura. But I guess that would be a bit overpowered.

    Thanks a large amount Yurdle

  26. #26
    Member MajorWAA's Avatar
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    Yurdle

    When playing multiplayer skirmishes or basic matches I often have a Tankbuster Heavy Infantry squad or Pgrenadier squad or 2 standing nearby my 3 Hummels to provide some anti-infantry protection. During the course of the barrages I find that the infantry gain vet from just standing there. They don't fight just stand there in the aura field.

    What sort of vet are they receiving? I thought PE veh share veh vet rather than inf vet.

    Maybe this needs to be updated in your guide.

    Cheers

  27. #27
    PE units don't share vet, they share experience. They're different things.

    The hummel blowing stuff up will share experience with any unit around it, whether they be infantry or vehicles.

  28. #28
    Member MajorWAA's Avatar
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    Cheers Zallis.

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