The reason it is getting repetitive is that commander and bulletin design is flawed, not because there are too few of them.
In terms of commanders the devs just went away from the well-working vCoH commander design that provided for unique commanders that fit a specific niche, which made for interesting tactics and better teamwork (achieving synergy by going for different commanders). What they created for CoH2 (especially for Ostheer and Soviets) is a very uninspiring (some might even say lazy) design of almost random combinations of abilities to form commanders. This means commanders have no specific direction (maybe apart from a few like the Encirclement Doctrine, Royal Artillery Regiment and Elite Armour Doctrine) and only a few are efficient, leaving others only for enthusiast non-meta usage.
In terms of bulletins the design is even worse - about 80% of bulletins have no discernible impact on unit performance and it feels like they were made by an automated, randomising software code, rather than developers with a vision on their usage.
I would kinda agree on maps, but hopefully the ongoing map contest will improve that somewhat.
Regarding factions, I think we already have enough balance issues with the five factions we have, to be wary of upsetting that balance even more. |
Environmental protection and nature conservation is a huge global issue and raising awareness on it is a good cause, but this from a company that supposedly has no time to even ensure proper feedback for a map contest is rich. |
While I agree that all artillery should require LoS, I think there is a general underlying problem with how 3v3s and 4v4s are inherently unbalanced with the amount and duration of artillery that can be used by not only by the UKF but the Ostheer and the Soviets as well. It is just not fun the way two sides can cover the entire frontline with non-stop shelling that just makes it an exhausting attrition fest.
It is the same with the crazy fuel income in 3v3s/4v4s - the opposing sides can float so much fuel they will replace destroyed armour immediately, which eliminates the idea of unit preservation and micro effort.
I have no idea how devs could have thought that not limiting resource income rate/cache effect progressively into 2v2s/3v3s/4v4s was a good idea. #JustRelicThings I guess. |
I play this game with historical interest in WW2, so I try not to mix tank types that were not part of a same unit in WW2. In addition, I do not like fielding more than two tanks at the same time as it looks unrealistic in the constrained areas of CoH2 maps.
This means I go for specific tanks, and specific numbers of them, in nearly every CoH2 match.
With the Ostheer, I usually aim for the Panther, which means I need something to hold out until then. This normally means pairing my AT weapons with a StuG (as having the Target Weak Point is important against superior Allied armour numbers);
Playing the USF it is a bit of an exception, as I mostly like going for E8s and you need two or more of those to work/flank efficiently. So I just keep adding them as soon as I can in the game, stopping at two if the battle does not require me to field a third one;
As the UKF I usually go for the Comet due to its universal AP and AT performance plus speed plus the smoke utility. Usually I pick a Cromwell before I can reach the Comet, however sometimes I might find myself forced to go Firefly before reaching the Comet.
I do not play OKW and the Soviets anymore, so nothing to add from those perspectives. |
From someone who has held commandos as their favourite unit in both vCoH and CoH2 (=used them a lot):
As long as you keep them at mid/long range, you bleed the UKF player enough that commandos will not serve them for whatever they deployed the unit for. You have weapons and upgrades that allow Ostheer infantry to fight at that range, so just make sure you focus fire commandos when/if they attempt to close range;
Ostheer Sniper will bleed commandos badly; By keeping a 251 halftrack nearby your infantry (which, in turn, is screening the sniper from commandos) to provide fire support but more importantly reinforcements, you can outlast the commando unit until the sniper bleed forces them to retreat;
If you keep your HMG alive during the early game, it should be vet 1 by the 3/4 CPs when commandos first arrive. The incendiary rounds will make short work of them, as long as you can time the reload well;
Vehicles are an obvious counter. |
The community have provided a lot of the maps for the game, a vast amount of skins (which Relic have financially benefited from a lot for almost no work on their end), and set up their own tournaments for years.
Given all that time and effort the community have put into the game, to keep it alive and relevant. I think the least Relic can do is let the community know what their plans are for the future of the game.
Will they be releasing any more patches, and if so what exactly will they be for?
Very well said. I see some people talk like a developer that neglects its community should expect not to be criticised for its attitudes and work. This community has been spending money on the game, organising tournaments, testing balance patches and otherwise supporting CoH2 for longer than most games are played, and the other side of that has been the shocking state of balance at game launch and incoherent, sparse support for ongoing balancing work. |
Ideally, with Relic's continuous growth they should have the ability to work on more than one big game at a time
Hopefully, yes. In practice? They struggled to maintain CoH2 balance while working on DoW3, so it would be a bit daring to imagine they will be working on AoE4 and CoH3 simultaneously. |
Why on earth would they cancel a community-tested patch that is needed for the game? What drawback could there be to doing it? |
There goes the CoH3 dream for us WW2 enthusiasts. Could not care less about AoE, however much I played it 15 years ago. |
Thread: Mortars21 Aug 2017, 12:43 PM
I want a LeFH that barrages the enemy base sector 24/7 without a single click.
Even better: As soon as I have chosen a commander with the LeFH and have 600 spare MP, my Pios will automatically start building it.
The dream.
Engineers planting mines on their own! Commandos seeking cover automatically to stay concealed! Snipers having a "keep at range" button to stay away from enemy units! Make RTS Dumb Again! |