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Commander Overlap a serious problem
13 Sep 2015, 19:49 PM
#181
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Posts: 182
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13 Sep 2015, 20:10 PM
#182
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Posts: 168
Yup +1.
Changing the commanders so a choice unlocks a few other tree's & linked bulletins maybe? is the best way for sure.
Changing the commanders so a choice unlocks a few other tree's & linked bulletins maybe? is the best way for sure.
13 Sep 2015, 20:16 PM
#183
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Posts: 1006
Big +1. I hope Relic sees this, and actually takes a look into it 
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13 Sep 2015, 22:13 PM
#184
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Posts: 4301 | Subs: 2
commanders for TBF,USF and OKW all feel evolutionary to the ones for vcoh2 factions. quality over quantities.
for me, the vcoh2 commanders are the main thing that makes the game feel outdated.
for me, the vcoh2 commanders are the main thing that makes the game feel outdated.
13 Sep 2015, 22:18 PM
#185
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Posts: 4928
I also remember them saying no during one of QA sessions, can't remember if it was stream one or reddit one, but I'm 100% positive they have confirmed they will not alter old commanders in any other way then adjusting effectiveness or existing abilities.
That went out the window a bit now that they took the P4 out of one and removing Irregulars in another.
13 Sep 2015, 22:31 PM
#186
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Posts: 64
Hope is the first step on the road to disappointment.
13 Sep 2015, 22:41 PM
#187
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Posts: 17914 | Subs: 8
That went out the window a bit now that they took the P4 out of one and removing Irregulars in another.
That was in context of soviet and ost first 3 months commanders.
Not much changes there, don't you think?
13 Sep 2015, 22:52 PM
#188
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Posts: 168
I agree and approve of the suggestion
It's not looking at vcoh through rose tinted glasses - it's just that this is a better way to implement doctrines
It's not looking at vcoh through rose tinted glasses - it's just that this is a better way to implement doctrines
13 Sep 2015, 23:40 PM
#189
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Posts: 1216
While I like the idea of ability trees as they were in CoH1, I'm sure Relic's not going to budge on such a drastic revamp.
If anything, it's enough of a challenge to just replace some of the dumber/ redundant abilities in certain commanders with revamped versions of said abilities, with less common ones, or entirely new ones.
If anything, it's enough of a challenge to just replace some of the dumber/ redundant abilities in certain commanders with revamped versions of said abilities, with less common ones, or entirely new ones.
13 Sep 2015, 23:45 PM
#190
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Posts: 85 | Subs: 1
Loving this idea. 
+1
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+1
14 Sep 2015, 01:12 AM
#191
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Posts: 132
+1
Commanders have always been poorly implemented. Needs to change.
Commanders have always been poorly implemented. Needs to change.
14 Sep 2015, 05:30 AM
#192
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Posts: 111
Good in theory, but need to be careful not to inadvertently make some Commanders too good.
There are already specific commanders that are too good. That's why you don't see most of the commanders shown here. Basilone's image instead makes all of those commanders he changed viable and unique, they all fill a role, and I don't see a single one that's bad unlike the way they are currently situated where only a few Soviet commanders are useful.
As for this idea as a whole, Relic has been reading and responding on these forums, how much you wanna bet they ignore this thread and never even take this into account. Even though it needs to be done they won't do it. Soviet commanders will continue to be a jumbled mess.
14 Sep 2015, 06:34 AM
#193
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Posts: 1026
The new system of six commanders for the new factions with minimal overlap is an improvement, but realistically I still find the commander loadout system worse than the COH1 style 3 doctrines with 2 branches each.
14 Sep 2015, 12:00 PM
#194
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Posts: 205
considering this post went up late 2013, i wouldn't hold out much hope guys.
Although for what its worth i totes agree
Although for what its worth i totes agree
14 Sep 2015, 12:04 PM
#195
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Posts: 410
+1 for this post.
14 Sep 2015, 12:09 PM
#196
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Posts: 1653
Relic change it Please!!!
14 Sep 2015, 14:50 PM
#197
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Posts: 306
I always love it when this thread gets necroed and so many people support it.
But hey, it's gonna get change real soon, am I right? It's only been 2 years.
But hey, it's gonna get change real soon, am I right? It's only been 2 years.
14 Sep 2015, 14:57 PM
#198
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Posts: 135
I think Relic is pretty content to just let those commanders sit there and gather dust. I'd love to see an overhaul to the system and some consolidation, but it might be too much to hope for. Maybe they'd get the motivation to do it if they could monetize it.
14 Sep 2015, 15:12 PM
#199
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Posts: 446 | Subs: 2
There's nothing inherently wrong with role or ability overlap.
What matters is that commanders fill their roles in unique, interesting ways, which can be done even in cases where 4/5 abilities are shared, and can be done with a linear unlock.
But, other than that, +1 to OP. There're some abilities that are too shared, some that aren't shared enough, and so much balance being neglected.
What matters is that commanders fill their roles in unique, interesting ways, which can be done even in cases where 4/5 abilities are shared, and can be done with a linear unlock.
But, other than that, +1 to OP. There're some abilities that are too shared, some that aren't shared enough, and so much balance being neglected.
8 Jul 2017, 08:12 AM
#200
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Posts: 1295 | Subs: 1
Relic has been soliciting suggestions, asking what COH1 and COH2 did better. It seems relevant to resurrect this thread to draw some attention to it in the hopes that Relic sees and understands what it represents.
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