Welcome to Company of Heroes: Back to Basics!

Back to Basics is a full conversion mod for Company of Heroes and its expansions. Along with new units, abilities, upgrades and commander trees, the mod adds a balanced but entirely new weapon damage system. The focus is on improving and expanding gameplay while adding additional tactics to both aggressive and defensive play.

Overall, the damage model is much more lethal than vanilla Company of Heroes, adding realism and more consequences to mistakes, but at the same time it is also as fair as possible with almost all instances of instant squad wipes removed from the game. Those who take the time to understand the depth of all the units and the entirety of the mod's damage model will find that the battles are less static with a huge spectrum of different play styles being viable. Combined arms, support weapons, officers and unit positioning are extremely important.

Penetrating vehicle armor can have strong consequences - there are much more critical hits involved in vehicle combat. No tank can take endless punishment. That said, the element of randomness is minimized as much as possible, there are practically no one-shot kills, the accuracy of each weapon is redone completely, the penetration values are intuitive and fair. Experienced players can have a good understanding of what the outcome of vehicle battles will be.

Artillery damage model is completely redone as well. While it is still perfect for accruing damage over long games and flushing out dug in enemies, the splash of artillery damage works very differently to vanilla. Each impact has a large area of effect, applying a lot of damage to squads nearby but the lethal radius of the explosion is not very large, minimizing instant squad wipes. Infantry in trenches can actually be shielded from the blast and the same logic applies to armor - only the shells that hit very close-by are most dangerous. Artillery as a tool is extremely powerful but comes at high cost of all three resources in the game. Munitions income is very important in order to use it consistently as every barrage has a munitions cost associated with it. Munitions denial can be a good method of stopping the damage from coming in.

The mod includes a slew of aesthetics improvements. Graphics, sound, UI, unit skins, ground textures, physics all have been improved:

  • New weapon and engine sounds
  • Weapon tracer beams have been completely reworked
  • Additional "fake" ambient occlusion shadows for infantry added
  • Custom made ground textures with additional detail added
  • New unit skins for every unit in the game
  • Improved models and model details for some of the more iconic units
  • Improved crater textures with additional specular maps and fixed crater depths
  • More realistic and less floaty physics. Increased ground friction, modified gravity which allows for more realistic look for those massive explosions where sometimes you see a crew member of a tank flying half way across the map
  • Additional minimap icons for specific unit types allowing for quick reading of the battlefeld
  • New high quality unit icons, symbols and portraits
  • Modified camera controls - increased default zoom, showing a larger portion of the battlefield, faster transitions allowing for lower response times and overall more responsive controls and experience.
  • Improved unit descriptions for each unit providing full information about their features

The AI in Back to Basics receives almost as much attention as the rest of the features. AI features and improvements include:

  • A completely new decision making system for units. AI will choose its attack approaches very carefully, flanking constantly and hitting you where you're most vulnerable
  • Improved decision making regarding defensive play. The AI can now actually make a decision to become defensive, stop attacking you and consolidate its forces until it sees a new vulnerability or has enough units to push again. This is also influenced by number of Victory Points remaining, by the percentage of territory it already has and other minor factors
  • Vastly improved unit preservation - AI will keep artillery behind the lines, away from harm. The retreat logic is completely redone by a completely custom script that controls it, allowing for proper retreat decisions to be made
  • Improved point capture decisions - AI will try to avoid capturing points under fire, capture key points to break off your territory, capture points in an order which lends to its faster arrival to the frontlines, capture high resource points faster
  • Improved game start for AI. AI will appear near the frontlines much faster, especially near high resource points, and try to keep the pressure on you from the very start
  • A wide variety of game breaking AI bugs fixed
  • Full support for all the mod's units and abilities
  • Vastly improved usage of standard game abilities
  • A custom script controlling where AI targets its offmap abilities
  • Improved build decisions for all structures
  • A comletely overhauled decision making system for purchasing units. AI should always spend its resources and buy every unit in the game while still trying to counter what you have and make logical decisions in regards to any type of special units
  • Vastly improved defensive structure placement. There are now ~70 markers added to every vanilla map that allow the AI to use additional logic with, including placing defensive structures. AI should always build defensive structures near the front line but not directly in harms way. Decision making for which defensive structures to purchase at which point in the game is vastly improved as well
  • Custom scripts added which control the behavior of mortars and MGs for AI. This prevents AI from ever running in with these support units into your defensive line and instead places them in strategic positions facing approaches that lead to the enemy
  • Custom script added that controls British HQ placement. The script makes decisions between travel distance, overall danger of the area, whether or not the point is a high resource point and other factors
  • Officers will now follow and support other units in a logical manner
  • Improved other unit behaviors, such as tank flanking and entering buildings

Launching the mod

Make a shortcut of the game using steam, go to shortcut's properties and add //-mod Improved -dev to the end of the target line.
The entire target line should look like this:

steam://rungameid/228200//-mod Improved -dev

Note, that LaunchBtB.bat shortcut that comes with v3 release of the mod does not work with steam

Alternative method hiding the prompt

Go to your steam install directory (for example: C:\Program Files\Steam) and make a shortcut of Steam.exe
Move the shortcut to your desktop, change its icon if you want
In shortcut properties add -applaunch 228200 -mod Improved -dev to the target line. The result should look something like this:

"C:\Program Files\Steam\Steam.exe" -applaunch 228200 -mod Improved -dev

Additional target line parameters

You can add some additional parameters to the target line which will slightly increase game's performance, unlock all campaign missions without you needing to finish the campaign from the start and skip playing game intro movies

-novsync -unlock_all_missions -nomovies

Download Back to Basics v3.0

Before downloading Back to Basics, please make sure that you patched Company of Heroes to v2.602
Back to Basics v3.0 FULL
Mirrors: Mega, StrategyInformer
Does not require a previous installation of Back to Basics. Make sure to
remove any existing Back to Basics version before installing.

Download Back to Basics Update v3.1

Back to Basics Update v3.1
Requires a v3.0 installation of Back to Basics.


We really appreciate all kinds of feedback. Let us know here on ModDB or on RelicNews what you think about the mod and we are sure to reply

A special thank you to everyone who helped us make this mod possible

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Blog RSS Feed Post news Report abuse Latest News: Back to Basics v4.0 new features spotlight & changelog

17 comments by AGameAnx on Jan 19th, 2015

As version 4.0 nears its final shape, it's time to spotlight the things we've been working on. For the enthusiasts who really like to delve into the nitty-gritty details and stats of the update, you can find the full changelog linked right here. The changelog is 665 lines in total, so that is a lengthy read! We've also prepared a more focused feature for you today highlighting and explaining the most important changes in an easy to read article.

Gameplay changes

First of all, we decided to redo infantry combat, allowing for smoother and more consistent firefights. Range tables have seen large reworks, the damage on each weapon is generally increased, the new weapons take 3-5 hits to kill an entity instead of the previous 4-8, while overall damage output is slightly lowered on range and kept the same upclose. On top of all this, all small arms, including heavy machine guns, now have historically accurate magazine sizes. Small arms have thus seen changes in their damage model, range tables, accuracy, rate of fire, reload time, cooldown time and scatter.

We already fixed the infamous 5% health bug in v3, but this turned out to be incomplete, where for example rear armor hits could still endlessly stack critical hits without destroying the target. All of this is fixed now, vastly improving the consistency of vehicle combat. Besides this, we experienced that certain critical hits happened way too often or too early during combat and some were overpowered.

The new vehicle critical system works as follows:

  • Frontal Armor Hits:
    • 100-40% hitpoints: 100% none
    • 40-5% hitpoints: 40% none 42% engine damage 10% detrack 8% gun damage
    • 5-0% hitpoints: 75% vehicle destroyed 25% out of control
  • Rear Armor Hits:
    • 100-40% hitpoints: 90% none 10% engine damage
    • 40-5% hitpoints: 20% none 50% engine damage 15% engine destroyed 15% detrack
    • 5-0% hitpoints: 75% vehicle destroyed 25% out of control

Another important gameplay change is the complete rework of ballistic weapon scatter angles. What we wanted to achieve is that tank damage output would be more reliable and be dealt more through splash damage when engaging infantry rather than having it kill infantry mostly by direct impacts. The old scatter values were quite disproportionately large, resulting in shells sometimes firing completely off target, or, due to high accuracy, flying through cover and terrain. Changing this results in tanks hitting much closer to their target thus applying the area of effect damage more consistently, as well as respecting cover and terrain more, destroying cover around infantry when they miss. Attack ground can be important now as well, allowing you to maximize the effects of the splash damage as best as possible. Tank battles also become more consistent and more reliant on the size of the target as well as their movement.

Talking about vehicle combat, we felt that light and even some medium vehicles underperformed in all situations. They were neither effective against infantry nor against other vehicles. We sought a design where they are viable to get throughout the entirety of a game. So expect a massive performance increase to vehicles such as the M8 Greyhound, T17 Armored Car, Staghound, Stuart, Puma, Anti-Tank Halftrack and Hotchkiss.

Area of Effect weaponry has been overhauled for nearly all ballistic weapons. We noticed that there were massive inconsistencies to the performance of artillery and mortars. Regardless of our efforts, these weapons would still at times wipe entire squads of infantry while at other instances barely deal damage to units even in the inner blast radius. This had to do with a before unknown bug where splash damage wasn't a homogeneous area but had certain ‘accuracy' tests. On failure of this pass, no damage would be dealt. This of course leads to high performance inconsistencies, thus significantly decreasing the reliability of artillery and mortars. Other ballistic weapons have also seen similar changes in area of effect, which tied with the mentioned scatter changes, allow for more consistent performances.

The income has been reworked completely. You will now receive a slightly larger amount of manpower early on, meaning your first core squads come out faster to the battlefield, however there have been large adjustments made to upkeep and on-map resources resulting in a much more fluid tech progression and feeling for unit recruitment decisions.

Last but not least, we tweaked some of core gameplay parameters. Back to Basics, like vanilla Company of Heroes, is primarily balanced around the Victory Point Control game mode. We changed the possible choices from 250/500/1000 to 500/650/800, as these amounts correspond better with Back to Basics gameplay. Capture rates of all strategic points have been significantly increased:

  • Manpower strategic point revert time reduced from 15s to 10s.
  • Fuel and Munition strategic point capture time redone:
    • High 40s/35s -> 25s/20s
    • Medium 30s/25s -> 20s/15s
    • Low 20s/15s -> 15s/10s

New/Redesigned units

Sturmpioneers are tough combat troops equipped with Kar98k rifles, bundled grenades, wire cutters, repair packs and have the ability to salvage wrecks. They can be upgraded with STG44 Assault Rifles.

Panzerfüsiliers are heavy assault infantry capable of dealing with any threat type. They can be equipped with MG42 Light Machine Guns or Panzerschrecks.

Combat Pioneers and trained Marksmen armed with Gewehr 43 rifles, capable of constructing advanced field defenses. Utilize Sprint and Vital Shot to effectively take down Infantry at range. Jägers camouflage in cover.

Combat engineers armed with M1 Carbines, trained to protect vehicles from infantry attacks. They are equipped with wire cutters, grenades, sticky bombs and Advanced Repair packs.

Improvements to the AI

Continuous improvements are being made to AI, spanning all across its functionality spectrum. The highlights of AI improvements include:

  • Completely reworked AI targets file, once again improving its ability to flank and create frontlines. This rework was focused on making AI much more versatile for different types of maps, utilizing corners of the map much more and creating much stronger frontlines, utilizing all the information for defense as well as attack calculations.
  • A completely new pathfinding and tank control script, making AI retreat its damaged tanks, face its armor towards the enemy, and stay away from danger.
  • Completely redone old scripts of British HQ setup and Team weapon setup scripts, improving performance and decision making. MGs should be much better at always pointing towards the enemy rather than taking fire to the back.
  • Large improvements done to AI capture priorities and fixed issues of AI capturing under fire. AI can now make decisions to capture unconnected territory.
  • Continuous improvements to AI unit purchase priorities.
  • Significantly improved weapon pick up and team weapon capture logic.
  • Across the board small improvements to most of other AI functionality such as retreating, build orders, tech purchase logic, ability use and more.

Graphical changes

When it comes to graphics, we always strive for the highest quality while still allowing for good framerates. In this version, we significantly improved several graphical aspects of the game, most importantly all craters and tracers. Craters now look much better when stacked and once again have more depth to them, while having a much better rate at which it'll seem that the map gets covered in craters completely. Battlefield destruction is much more progressive and late game battlefields should feel much more realistic.

Some terrain textures have also been changed; some HD textures were removed as they made certain maps look worse than before, while decreasing framerate on low-end systems.

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Back to Basics Update v3.1

Back to Basics Update v3.1

Mar 24, 2013 Patch 13 comments

[REQUIRES BACK TO BASICS V3.0 AND COMPANY OF HEROES PATCH v2.602] This patch addresses some gameplay bugs and imbalances, fixes some language errors and...

Back to Basics v3.0 FULL

Back to Basics v3.0 FULL

Feb 25, 2013 Full Version 50 comments

Latest full release. [REQUIRES COMPANY OF HEROES PATCH v2.602] Patch v3.1 available for this release of the mod.

[OUTDATED]Back to Basics patch v2.1

[OUTDATED]Back to Basics patch v2.1

Jun 15, 2012 Patch 6 comments


[OUTDATED]Back to Basics v2.0

[OUTDATED]Back to Basics v2.0

Jun 6, 2012 Full Version 8 comments

[REQUIRES COMPANY OF HEROES PATCH v2.602] Back to Basics v2.0

[OUTDATED]Back to Basics v1.2.2

[OUTDATED]Back to Basics v1.2.2

Apr 18, 2011 Patch 19 comments

A small patch that fixes various gamebreaking stuff.

[OUTDATED]Back to Basics v1.13

[OUTDATED]Back to Basics v1.13

Nov 9, 2010 Full Version 14 comments

After a long delay, we are proud to annouce the release of version 1.13 of Back to Basics. We have been working very hard on this, perfectionizing things...

Post comment Comments  (70 - 80 of 1,334)
SRACon17 Mar 25 2015, 11:54am says:

Glad to see another update on the SVN. I was quite worried for a bit there :)

+5 votes     reply to comment
AGameAnx Creator
AGameAnx Mar 26 2015, 6:06am replied:

Pretty large AI improvements :p New retreat logic, better frontlines, less getting stuck on bridges, more aggression, british fixes.

+2 votes   reply to comment
Guest Mar 26 2015, 12:52pm replied:

This comment is currently awaiting admin approval, join now to view.

SRACon17 Mar 27 2015, 3:53am replied:

Let's just wait for them, they're still working to make the mod much better :)

+1 vote     reply to comment
Rabidnid Feb 26 2015, 1:45am says:

Steam has just created a Workshop for CoH 1 so it might be worth adding your mod.

+1 vote     reply to comment
AGameAnx Creator
AGameAnx Feb 26 2015, 5:49am replied:

Pretty sure you dremt that up ^^ Or maybe I'm blind

+1 vote   reply to comment
Rabidnid Feb 26 2015, 6:20am replied: +1 vote     reply to comment
AGameAnx Creator
AGameAnx Feb 26 2015, 9:23am replied:

Well, they're saying it'll appear in 2 weeks, so at least I'm not blind. This information is not available through any other channels, I think. If it's true then we'll definitely release on workshop as well as moddb.

+2 votes   reply to comment
florianbernard925 Feb 25 2015, 12:21pm says:

Mmh. I have a little problem with this mod. I installed it and created a shortcut. But when I launch him, i get the "No range" error. Since my game is in english, I don't understand what can cause this problem...

If you could help, that would be nice !

+1 vote     reply to comment
AGameAnx Creator
AGameAnx Feb 25 2015, 12:51pm replied:

That must be just the new popup for the email subscription. Just click it away and it should work fine! This was added way after the mod release in an update. Otherwise, the mod should support different languages (we just copy our English localization and have a few translations). Which language is your game in?

+1 vote   reply to comment
AAMC4 Feb 12 2015, 7:00am buried:


Go and participate on Modern Combat rework... they need your help and support... show them that really matter continue developing Modern Combat mod...


Hope your participation, thanks!!

-5 votes     reply to comment
gigiilmatto Feb 9 2015, 1:06pm says:

To start a skirmish game against the AI before I close the game and redo it again (resume). the base and 'black and nothing moves. this and 'one of the bugs I found. This problem with this mod (which for me and 'one of the best of CoH 9/10) there is' the' always had.Good job.

+1 vote     reply to comment
Rabidnid Feb 6 2015, 11:50pm says:

Well, in the last week I've played Skirmish and The Caen Campaign with Blitzkrieg, Europe at War and now Back to Basics. There is simply no comparison. Back to Basics is the most rational, balanced and fun of the 3 mods and far better than vanilla.

If you plan on playing any of the non German factions you need this mod. If you are one of those who believes all of the hype about the nazis in WWII then avoid this mod like the plague. I lost the first 3 skirmish battles with this mod playing British just because the AI is so clever. The AI builds are now diverse and their tactics are nasty.

Be aware that this game lives to to its name, there are no flashy skins or much evidence that the mod is even active, until the AI kicks your ***. Infantry are far more useful, and the lowered crits makes no particular thing overpowering. I've come from just using flamthrower tanks and mortars in EAW versus infantry to using everything again.

Brilliant mod, all it needs is some new skins to be perfect.

+7 votes     reply to comment
Rabidnid Feb 7 2015, 7:49pm replied:

Also, if you build the Brit armour HQ in skirmish, you need to build a Staghound before you can build a firefly, though it still says says command tank in the panel that comes up.

+1 vote     reply to comment
Celution Creator Online
Celution Feb 8 2015, 4:32am replied:

Thanks for the quick review! :) About the Firefly, it shouldn't require anything as you can build it straight away without needing a Command Tank. The Staghound isn't even buildable in the Armor HQ anymore. I don't quite recall how it was back in v3.1 but it works properly in the upcoming v4.0!

+3 votes   reply to comment
Rabidnid Feb 8 2015, 6:15am replied:

Nope, I have screen shots of the staghound and firefly with the firefly greyed out until one staghound is built. It might be leftovers of EAW but I don't think so. We really need the Achillies as the firefly is too fuel expensive so the brits are a bit backwards compared to the Stg IV and Hetzer production.

+1 vote     reply to comment
Rabidnid Feb 8 2015, 6:48am replied:

The other thing I'm seeing is that the Brit 3" mortars are randomly becoming 60 mm mortars with a shorter range and smaller pattern (they are M2 60 mm mortar when you put the cursor on them) It might be due to repairs or second and subsequent mortar pits a section makes. Let me do a re-install and try to repeat the issues when I know there isn't any stray code left over. Check back in a couple days and i will let you know how I go.

+1 vote     reply to comment
Rabidnid Feb 8 2015, 1:46pm replied:

OK, that's better. Didn't have the mod installed properly and had some vanilla settings remaining along with the Back to Basics. Now I just need to get my StarCraft level hot-keying going so I can beat the Damn AI :D

+1 vote     reply to comment
AGameAnx Creator
AGameAnx Feb 8 2015, 4:21pm replied:

Ah, good to know. And glad you're having a challenge :) Yeah learning to use hotkeys is important, except the hotkeys are actually quite annoying in this game. I've found a 'grid' hotkey layout that some community members made, so I've been using that, it helps with memorizing things and keeping it in one side of the keyboard, as well as intuitive. It's quite buggy with the mod but it does help me. I can send it over if you're into that type of thing.

+1 vote   reply to comment
Rabidnid Feb 8 2015, 6:47pm replied:

Thanks for the offer, I will give it a try certainly.

One question and one request for 4.0

Is the AVRE not supposed to have any means of directing its fire? I know I am as guilty as anyone of blowing up unwanted equipment with it, but at least being able to aim it at a bunker would be nice.

Can we have a means to un-man bunkers in 4.0. Its not really an issue in skirmish games, but in the campaign in battles like Caen, the player is left with a lot of out of position equipment eating into their manpower pool from one battle to the next. I regularly send a AVRE around to demolish them all to free up the points. I will have to build a 25 pounder this time to do the same thing.

+1 vote     reply to comment
Celution Creator Online
Celution Feb 9 2015, 8:33am replied:

As AGameAnx mentioned, the AVRE (along with the StuH and Assault Sherman) have been completely overhauled in v4.0. You're absolutely right that they weren't comfortable to use from many aspects, but at the same time being too powerful when hitting stuff. I've completely redesigned them to be fun and comfortable to use, while also being balanced for proper gameplay. In other words, the AVRE will now have an auto-attack again :).

If you feel that your emplacements aren't useful anymore in the campaign, just destroy them by double-tapping delete when you have one selected.

+1 vote   reply to comment
Rabidnid Feb 10 2015, 4:24am replied:

Thank you for that :) Playing as the Brits in Skirmish versus Wer. Turret traverse rate and firing rates for the German tanks seem suspiciously high. I can try and find some sources for you if you would like. Also the Hetzer was incredibly cramped and overloaded, it should not be pivoting and wizzing around the place the way it does. The gunner was also on the wrong side of the breech so the rate of fire was unusually slow. A STG III should be better in all regards except slightly worse frontal armour.

+2 votes     reply to comment
Rabidnid Feb 14 2015, 6:20am replied:

Playing though the US campaign at the moment. Its currently ridiculous how long the range of shreks are in comparison to tank guns. Give them a range of 40 metres and a piat trajectory and it would be much closer to reality. Tanks MGs need either more damage or higher suppression so shrek gunnbers can't stand in the street, shoot it out with tanks and win.

Shrek range of 40 metres
Shrek ROF of half that of a US tank gun
Tank MGs increase suppression or damage
Tank LOS of about 120 metres
AT guns really need to be toned down, as currently they are as tough as tanks. Make them a third the price and as tough as a HMG, and immune to suppression from the front to account for the shield?

+1 vote     reply to comment
Rabidnid Feb 14 2015, 6:31pm replied:

Same obviously for bazooka and piat.

And what idiot did the stat line for the 76 Sherman? The MkIV has no immunity to the 76 mm. Currently, head to head a Mk IV kills the sherman every time when it should be the reverse.

+1 vote     reply to comment
AGameAnx Creator
AGameAnx Feb 15 2015, 11:27am replied:

Use a new comment thread next time, replying here is quite confusing. Feedback is great but you're providing pretty random numbers for an old version of the mod and calling us idiots. Not exactly the best way to go about doing things.

120m line of sight would be almost as long as entire Angoville map and more range than an 88 emplacement has. And to think I accidentally upvoted this gibberish :P

Remember, this is not purely a realism mod, it's also a multiplayer and balance mod and we're doing certain things for very good reasons. Balancing for campaign is not something we're ever going to do. I've been doing campaign balancing to suit the mod better instead, which is indeed a quite different thing. But it takes a long time to do it and only a couple of missions are finished.

Campaign is designed in a way that you're almost required to take losses to assault certain positions. I personally don't find the campaign too enjoyable anymore since it barely has any interesting AI behavior, just a whole lot of preset units that are supposed to surprise you, but really, it's just annoying.

+1 vote   reply to comment
Rabidnid Feb 15 2015, 5:47pm replied:

The EC mod uses much longer LOS which works quite well, which is 120 to 150 metres according to their faqs. In EC Tank MGs also provide suppression which is something else which works well, it is however a clunky and unfinished mod so not really that playable. I'm aware that there are a lot of variables in the game and that it isn't a realism mod, but watching shreks sail from out of LOS across the map and out of LOS in the other direction is wearing. The rocket burnt out in the tube most of the time so they should just be like PIATs without a trail.

I had 2 shermans and some engineers hiding around a corner from a shrek gunner standing in the middle of the road, I would drive a tank out and have him shoot at it while the tank returned fire. The shrek gunner hit 8 times, killing 3 gunners before a tank finally killed him. Shreks/bazookas are probably my main issue with things, which you will hopefully sort out in 4.0

+1 vote     reply to comment
AGameAnx Creator
AGameAnx Feb 16 2015, 4:47am replied:

Suppression on tank MGs would go against a lot of our design.

Tanks in v4 are already much stronger than in v3, and I know Cel worked quite a lot on tank MGs to make them powerful but not overwhelming. Hopefully it looks realistic but isn't overpowered.

The LOS is actually one of the most important things when it comes to balancing. I've been thinking of taking advantage of that and putting in new units or abilities which let you scout better but in the end we never ended up figuring that out.

I'm sorry, but there's no way we're making tanks have every possible strength you can think of. Buying tanks is still a choice and you will still have to micro them heavily to make them cost effective.

In my experience, it's very hard to actually kill a tank with infantry AT so I don't really agree with a sentiment that those are overpowered. And if we reduce the infantry AT range it will become absolutely useless.

We've worked on this a lot for v4 though, if I recall correctly, in v3 it was possible to quickly one-shot a vehicle with infantry AT so maybe you are correct it was overpowered. I don't remember anymore though. We worked on that for sure. In general tank weapons should feel much more satisfying due to the new scatter and AOE, and I do believe we already toned down the infantry AT by quite a bit.

+2 votes   reply to comment
Rabidnid Feb 16 2015, 9:06am replied:

OK, I'll shut up now. Thank you for taking the time to reply and address each of my points.

+1 vote     reply to comment
AGameAnx Creator
AGameAnx Feb 16 2015, 9:37am replied:

It's fine to speak your mind here :) We love feedback and if you have any further ideas feel free to post them. It's no problem to reply.

+1 vote   reply to comment
AGameAnx Creator
AGameAnx Feb 8 2015, 8:00pm replied:

You can press delete on the keyboard to destroy any buildings/bunkers.

Unfortunately it's not really possible to give all bunkers proper crews (particularly american MG emplacements).

Not sure what you mean about AVRE, Cel will be better suited to answer that one. I think the AVRE is reworked quite heavily since v3.1 though.

I'll upload the key bindings with instructions somewhere tomorrow.

+1 vote   reply to comment
Rabidnid Feb 8 2015, 8:47pm replied:

Thank you.

+1 vote     reply to comment
AGameAnx Creator
AGameAnx Feb 9 2015, 11:58am replied:

Hey. Here's the hotkey layout as promised: Pastebin.com

You can hit the 'Copy Text' icon, or copy the text down from the raw data box in pastebin and paste it to \Improved\Data\game\keydefaults.lua, replacing the current contents. This does not prevent multiplayer :)

+2 votes   reply to comment
Rabidnid Feb 10 2015, 4:18am replied:

Cool, thank you for the link.

+1 vote     reply to comment
SRACon17 Feb 9 2015, 6:29pm replied:

How are those grid hotkeys "quite buggy" with the mod? I have always wanted to use grid keys with BtB too.

+1 vote     reply to comment
AGameAnx Creator
AGameAnx Feb 10 2015, 3:27am replied:

Well, they really only work for default units the way you'd expect but the mod has quite a few differences in terms of UI positions for abilities and such, so you'll often find that some units both use the same hotkey, or a slightly incorrect one. But it's mostly pretty usable, you can try adjusting it in the file too, since it's somewhat intuitive. Oh and also, I've put reinforce on F because that's how it is in CoH2

+1 vote   reply to comment
SRACon17 Feb 10 2015, 8:12am replied:


+1 vote     reply to comment
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Synthax Studios
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Release Date
Released Aug 2008
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113 votes submitted.

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Highest Rated (4 agree) 9/10

The mod is very realistic and the models are goodlooking.

This is worth trying. I enjoy it, and i'm sure, hundreds of people with me.

Mar 21 2011, 4:29pm by Boogie85

Real Time Strategy
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