Multiplayer Pre-Alpha: Frequently Asked Questions & Known Issues
[Edit: The Multiplayer Pre-Alpha has now concluded. Thank you everyone for participating and sharing your feedback.]
It’s time for our Multiplayer Pre-Alpha of Company of Heroes 3! Take control of the US Forces or the Wehrmacht against AI or player opponents in the ultimate package of action, tactics and strategy.
Key Information
- The goal of this Multiplayer Pre-Alpha is to specifically capture feedback on unit balance and gameplay specific features that are still early in development.
- The Multiplayer Pre-Alpha will be available to download starting November 29th. The preview will be playable from November 30th at 9:00am PT to December 6th at 8pm PT.
- Our playtest window is tightly concentrated to help ensure matches are populated and queue times are reduced.
- Please complete the survey found in the Multiplayer Pre-Alpha's main menu and help us make the best CoH game yet!
- Join the official discord to find friends and setup matches, and keep up to date with the latest community news.
- Streaming and content creation is fully allowed. Please ensure you adhere to our Content Creator guidelines and our Community Code of Conduct.
Access & Accounts
- If you already signed up for CoH-Development and you played our first Pre-Alpha Preview in July, you’re ready for the Multiplayer Pre-Alpha! The new Company of Heroes 3 – Multiplayer Pre-Alpha application should be in your Steam library. Just download it and you’ll be ready to play on November 30th.
- If you have not already signed up for CoH-Development head to companyofheroes.com. Follow the sign-up process and prompts to link your Steam account to gain access. Once your account is linked, you will then need to redeem the slice on our CoH-Dev platform. Once you’ve completed these steps, the Multiplayer Pre-Alpha should appear in your Steam library.
Troubleshooting
- IMPORTANT - Redeeming the Pre-Alpha Preview
- To link your Steam account, click your profile at the top right corner of this page. Once that is linked, you will also need to “Redeem” the Pre-Alpha Preview and have it added to your Steam library.
- This button is found in the same position as the previous "Link Steam Account" button on the CoH-Development platform.
- Should you encounter problems linking your account, please try doing so here: https://account.community.companyofheroes.com/account
- Can't Verify Account
- If you made a Relic Link account previously but did not verify, please try and log in to https://community.companyofheroes.com/ with your Relic account details. You should receive a message to "Send Validation Email". Click the "Send Validation Email" button and then check your inbox. You will need to click a link you will receive in this email to verify your account. Once this has been done, please try to log in to https://community.companyofheroes.com/ again.
- Forgotten Password / Can’t Login
- If you can't log in or have forgotten your password, please head to https://sso.relic.com/signup?title=anvil. You will see a link titled "Can't Log In". Click this, and then send yourself a credentials reset email.
- If these do not solve your redemption issues, please contact our support team here: https://support.sega.com/
- You can find our official forums here at https://community.companyofheroes.com/
Hardware Specifications
- Minimum:
- Intel i5-6600 | AMD Ryzen 1600
- 8GB RAM
- Nvidia 1050 | Radeon 570
- 4GB VRAM
- Recommended:
- Intel i7-8700k | AMD Ryzen 3800
- 16GB RAM
- Nvidia 1080 | Radeon 5700
- 8GB VRAM
- Windows 10
- This latest Pre-Alpha is still not fully optimized. Should you attempt to play at resolutions higher than 1080p, you may encounter performance issues.
What's in the Multiplayer Pre-Alpha?
- Factions
- US Forces and Wehrmacht
- Battlegroups
- 2 early playable battlegroups for both the US Forces (Airborne & Armored) and the Wehrmacht (Breakthrough + Luftwaffe)
- Player Communication
- Ping system (early and unfinished)
- Map Pool
- 4x maps included
- Map Sizes
- 1v1 (1 map – Twin Beaches)
- 2v2 (3 maps – Pachino Farmlands, Torrente, Aere Perennius)
- Match Types
- Victory Points
- Annihilation
- Play Modes
- Solo Skirmish vs AI
- Co-Op vs AI
- PvP (1v1 & 2v2)
- Matchmaking
- Automatch
- Custom Game creation, search, and join
What's Not Here?
- Factions
- More factions in development
- Battlegroups
- More battlegroups are in development and not quite ready.
- Player Communication
- Player chat still in development
- Reporting tools in development
- Map Pool
- Many more still in development
- Map Sizes
- 3v3 (Not in this build)
- 4v4 (Not in this build)
- Match Types
- No mirror matches (ex: USF vs USF)
- Play Modes
- 3v3 (Not in this build)
- 4v4 (Not in this build)
- Tactical Map / Minimap
- Minimap is going to be getting an update down the road.
- Tactical Map is still in development
- Tutorial
- Still in development
- Observer Mode & Replays
- Still in development
- Stat Tracking and Leaderboards
- Still in development
Known Issues & Caveats
- Settings
- Should you encounter an issue where a setting is shown as in the incorrect state, change it to the desired state, save your settings, then change it back and save again.
- Certain PCs based on their configuration will default to using Integrated Graphics over Dedicated Graphics. Should you encounter performance issues, this may be the culprit. Please open your specific GPU control panel on your system and select the Dedicated Graphics option.
- Windowed Mode currently may lead to undesired performance. We suggest using Fullscreen.
- AI
- The AI only has one difficulty setting. Additional settings are in development.
- Art/FX
- You may notice a few improvements over the Pre-Alpha Preview from July, but please keep in mind that all assets and effects are not final. This includes shaders, lighting, etc.
- Sound
- Currently all audio is still a work in progress as we near Alpha. Our framework is in place but we are still working on polish, a focused mix, a “depth of audio behavior” and reducing bugs.
- Missing audio cues and bugs are expected.
- Animation
- Physics, projectiles and unit animation are still a work in progress and not final.
- UX/UI
- Some updates since the Pre-Alpha Preview in July, but many items are still placeholder and unfinished. These are not reflective of their final state.
- The Invite to Game/Party buttons do not provide feedback that they have sent an invite.
- Servers
- The Multiplayer Pre-Alpha will be testing servers located in North America, Europe, and Asia.
- Match reconnection is currently under investigation, and we are exploring how we could potentially solve this within CoH 3’s lifecycle.
- Ranked play or any leaderboard functionality will not accompany this test. Those features are currently being developed.
- General known issues:
- Enemy tanks lose turret when disappearing into the fog of war
- When a unit has height advantage, the cursor does not display the correct attack cursor
- Team weapons will not respond to nearby enemies if they have not been deployed/setup
- Vehicles may animate strangely when navigating hills and stairs
- Units entering and exiting buildings will re-break windows each time
- US tanks that receive engine criticals call out the wrong voice line
- When cancelling sandbags/barbed wire, they are destroyed and not deleted as intended
- USF Medical halftrack is missing decals
- Issuing attack move orders to a group of units triggers voice lines from all of them
- Fighting position garrisons cannot fire in all directions
- AI will ignore resource caches and will not deal with them
- Squad abilities are cancelled when the model performing it dies
- Units will still move to pursue a vehicle with a targeted ability (ex: snare) even after it has been destroyed.
- USF Sniper movement is inconsistent after unlocking stealth
- Snipers can occasionally destroy a team weapon by killing one model
- Mortar accuracy is not dialed in to where it should be.
- Units will trigger a voice line after every completed build order (ex: each individual barbed wire)
- Unit upgrades are not locked when weapon slots are full. An upgrade will then force the excess weapon to drop.
- Goliath does not stealth and can crush light cover
- Whizbang barrage sometimes fails to fire.