Good idea for COH3(?)
Posts: 32
If I choose Commander 1 - AT gun, grenade and specific vehicle bulletins are attached.
Commander 2 - Is all infantry bulletins.
Commander 3 - build time bulletins
etc etc
Or would such flexibility throw some behind the scenes balance off somehow?
Posts: 184
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Since the game release, i don't think they ever provide any meaningful improvement to the game. They were there so people who knew better could abuse whatever was the most OP option at the time.
Release game? Suppression bulletins and increased HP/Damage on main line infantry.
Post nerf? Just stack all DPS bulletins for mainline infantry unless you wanted to announce you would be playing maxim spam.
When they released bulletins drop? Stack whatever unit was OP during that meta. I think this was the most diverse viable pool of bulletins we have ever seen but it just encourage to farming bulletins or playing obsessive amounts of hours.
Posts: 32
But regarding the status quo..lol what do think of the OP?
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Just have to say it- bulletins are awful. Too many to balance, so they're tuned down to not amount to anything. Small stat changes are boring, since they're differences in scale rather than kind.
If CoH3 has anything like them (please no) there shouldn't be more than 20 per faction, for ease of balance.
Beyond that, I think it'd be fun in they did something more noticeable to just one unit on the field. For instance, you could make an engineer have rifles instead of smgs. Or one of your tanks can get sandbags, trading acceleration for armor.
Just for flavor and personalized units, which the current system tries and falls short of.
Posts: 38
But I would care more about a good launcher, systems to punish players who disconnect (20 minutes without being able to join the queue for leaving the game), being able to reconnect if you leave the game, a good signal system that allows you to tell those of more players that you are going to do or warn them about something, to be able to report players who infringe the rules without doing detective work and send an email, classification systems etc. I would like a theme of the cold war, you know with scenarios in Africa, the Middle East, South America, Asia.
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Posts: 32
Ironically, bulletins were one thing Relic did good in DoW3(except for stacking multiple ones improving same unit), where they did provide minor extra stat or ability to the unit.
So it's like coh2 but done ..better? lol What's different in dow3? Is it that you only choose one, but the effects are noticeable?
I like what folks have said in "giving units different flavours in terms of abilities/weapons etc" as a bulletin-esque replacement. But technically isn't that what commanders already do to some units? And I do like the variety of flavours that the coh2 commanders give over coh1 - I guess a middle ground is needed.
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So it's like coh2 but done ..better? lol What's different in dow3? Is it that you only choose one, but the effects are noticeable?
No, you still could choose 3.
But they gave things like "enable firing on the move" or "small health increase" or "special grenade ability", that sort of thing. Only problem with them there was, you could pick 3 for single unit and that made the unit Relics trademark balance issue.
Posts: 359
No, you still could choose 3.
But they gave things like "enable firing on the move" or "small health increase" or "special grenade ability", that sort of thing. Only problem with them there was, you could pick 3 for single unit and that made the unit Relics trademark balance issue.
So I'm sure most here know but just for the newer players, a history lesson:
Bulletins and commanders were made as they are to sell as MTX in the game store. They locked the best units behind them and the best bulletins behind supply/real money and wanted you to pay out the ass for them. Commanders themselves were stupid expensive for what they were too.
In conclusion: bulletins should be removed and never return. Commanders cant for obvious reasons.
Posts: 17914 | Subs: 8
So I'm sure most here know but just for the newer players, a history lesson:
Bulletins and commanders were made as they are to sell as MTX in the game store. They locked the best units behind them and the best bulletins behind supply/real money and wanted you to pay out the ass for them. Commanders themselves were stupid expensive for what they were too.
In conclusion: bulletins should be removed and never return. Commanders cant for obvious reasons.
A history lesson it is then:
Originally bulletins were MUCH STRONGER and tied to in-game achievements and had no cost at all.
Best soviet commanders were stock one. Guard motor was #1 meta pick for 4 years straight with small breaks? And ost never relied on commanders to the same extend soviets did due to much more balanced tech structure.
And lastly, all of that has absolutely nothing to do with what I or person I've replied to said, so I have no idea why you even quoted me.
Posts: 69 | Subs: 1
MTX should NEVER be pay to win. Additional commanders should either be added as part of an expansion (along with other content), freely released to all (such as the last wave of commanders that were added to the game), or unlocked for completing certain single player campaigns.
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