Picking vet1 ability
Posts: 17914 | Subs: 8
I consider this absolutely amazing feature, gives you ability to customize and specialize further even your basic units to tailor them to your playstyle and it has PE vet vibes, which I do appreciate.
I'm really looking forward what they are going to do with it for all the factions we will have.
Posts: 133
Germany has that Field Marshall you can choose that unlocks different things like a different grenade for your Grens among other things.
And I feel like Britain will have something unique we just don't have it yet.
Posts: 240
I wonder if there will be more choices (Vet 2, Vet 3)
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I wonder if there will be more choices (Vet 2, Vet 3)
There are placeholders in the gamefiles for vet2\vet3 ability selection for USF troops. So USF might aswell have something new unlocked for each veterancy level. Doubt it will be all abilities, but maybe some passives aswell.
But even if they are it might end up kinda fun, when USF with vet will be able to have up to 3 different abilities based on vet selection, being super flexable.
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I didn't play CoH1 online so I have no idea how successful it was on the PE, however my first concern would be that 1 selection essentially becomes meta and the other gets sidelined.
That's my fear too. But we don't even know if this is going to be available on multiplayer.
Posts: 1563
I'm actually surprised no one is talking about it so far(or at least in its own thread).
I consider this absolutely amazing feature, gives you ability to customize and specialize further even your basic units to tailor them to your playstyle and it has PE vet vibes, which I do appreciate.
I'm really looking forward what they are going to do with it for all the factions we will have.
I hope they do a better job than PE vet. Cus most PE units had a vet meta like all offence for g43 PG's and all def for AG's and FJ's and all tanks. They need to give good alternate abilities.
Posts: 17914 | Subs: 8
I didn't play CoH1 online so I have no idea how successful it was on the PE, however my first concern would be that 1 selection essentially becomes meta and the other gets sidelined.
It was REALLY great, you could customize vet of your units depending on weapon upgrade you gave them, so you created specialists on the fly, I liked to spec G43 PGs with offensive vet, STGs and shrecks with defensive, worked same way for vehicles, it really expanded how you could play your units and it was great imo.
Now that things got bit clearer, it might only be for US, but it is a great approach to vet system.
I didn't play CoH1 online so I have no idea how successful it was on the PE, however my first concern would be that 1 selection essentially becomes meta and the other gets sidelined.
That's where balance comes in, both options are situational and situation changes depending on map, enemy and your own skill level. We will see how it plays out, but I'm optimistic.
Posts: 857 | Subs: 2
I'm actually surprised no one is talking about it so far(or at least in its own thread).
I consider this absolutely amazing feature, gives you ability to customize and specialize further even your basic units to tailor them to your playstyle and it has PE vet vibes, which I do appreciate.
+1
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However, these can be hard to balance. For example, I love the Bazooka team abilities (especially the destroy cover; who would have thought of that? IT'S GENIUS!) and absolutely love the choice between Sprint WP Rocket as both are meaningful; However, the Whizbang's Jettison Launcher ability is... far more niche to say the least.
I'm still hopeful as its just a pre-alpha preview after all. I think it has great potential, just needs a lot of thought put into it and some more refining in order to achieve it.
Posts: 589
I really appreciate this system too as it makes your units less predictable and gives you way more options.
However, these can be hard to balance. For example, I love the Bazooka team abilities (especially the destroy cover; who would have thought of that? IT'S GENIUS!) and absolutely love the choice between Sprint WP Rocket as both are meaningful; However, the Whizbang's Jettison Launcher ability is... far more niche to say the least.
I'm still hopeful as its just a pre-alpha preview after all. I think it has great potential, just needs a lot of thought put into it and some more refining in order to achieve it.
yeah, I think jettison would be better as a munitions based upgrade perhaps?
Posts: 179
yeah, I think jettison would be better as a munitions based upgrade perhaps?
I would rather see it as a timed ability, where it disables barrage but allows use of the main gun temporarily for 45 seconds to turn it into a temporary Assault Gun. basically limited to no turret rotation while its active. completely getting rid of your rocket arty just to engage a P4 sounds like a pretty poor tradeoff.
Posts: 1379
I really appreciate this system too as it makes your units less predictable and gives you way more options.
However, these can be hard to balance. For example, I love the Bazooka team abilities (especially the destroy cover; who would have thought of that? IT'S GENIUS!) and absolutely love the choice between Sprint WP Rocket as both are meaningful; However, the Whizbang's Jettison Launcher ability is... far more niche to say the least.
I'm still hopeful as its just a pre-alpha preview after all. I think it has great potential, just needs a lot of thought put into it and some more refining in order to achieve it.
On the whizzbang: I feel like the jettison launcher ability should be a toggle, but with a somewhat long activation/ cooldown time. Something like you can have the crew take down the launcher but it takes a minute or something like that. And the same to place it back on. That way it isn't just paying extra for a sherman tank that gets no vet 1 ability but instead paying extra for a vehicle that can be infantry support OR rocket arty depending on what it needs to be.
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