Airplane Abilities
Posts: 157
My suggestion is simple. Add a commander ability call in "air cover" or "overwatch" that essentially would block any air based strafes, drops, or bombing runs for a period of time. There could be variations of this, for example one that blocks air attacks from being launched or one that destroys all enemy aircraft currently loitering over the battlefield. It would add significant depth to the aircraft portion of gameplay and allow for more dynamic commander synergies, particularly in team games.
Just a thought.
Posts: 471
The thread about artillery got me thinking about some of the aircraft based abilities and how relic devs mentioned in one of the western front interviews how they wanted to make air power more prevalent in the coh2 multiplayer.
My suggestion is simple. Add a commander ability call in "air cover" or "overwatch" that essentially would block any air based strafes, drops, or bombing runs for a period of time. There could be variations of this, for example one that blocks air attacks from being launched or one that destroys all enemy aircraft currently loitering over the battlefield. It would add significant depth to the aircraft portion of gameplay and allow for more dynamic commander synergies, particularly in team games.
Just a thought.
Me like. +1 in an M3
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Posts: 618
Posts: 157
This is a great Idea, but my only problem with this is a proper counter. I mean the player is wasting munitions for a air strike that is automatcly going to fail. What if there was a dog fighting machanic?
I think it wouldn't be to hard to balance with proper cooldown and costs. Perhaps if your plane gets countered with one of these abilities it's cooldown resets. There are options, I don't think it would be too difficult.
I think adding a whole dogfighting mechanic would be much harder to implement in this engine, I'm no programmer but I would think they would have implement massive mechanic changes to make that work, plus because of the scale of the game you wouldn't really be able to see/enjoy it.
Posts: 157
Um, I'm pretty sure the airplane thing Relic talked about was what they changed in CoH2 from CoH1. Because the interviewers apparently didn't play the game (or misunderstood what they were saying), they didn't realise that planes in CoH2 already do all of the things Greg and Quinn talked about at Rezzed.
I'm aware of this, all I'm saying is they could take it up to another level by implementing something fairly simple.
Posts: 618
I'm aware of this, all I'm saying is they could take it up to another level by implementing something fairly simple.
Ah, okay.
Those are some cool ideas, btw.
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#swag
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Posts: 4928
Dogfight mechanics that depends on RNG what plane will win it XD
Well the Americans would always win it because their plane is a Fighter-bomber while Soviet / Ostheer's are Bomber / CAS.
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Posts: 126
Basically it was to counter the strafe spam at the time. You spend equivalent ammo to buy a certain amount of time to prevent air strikes from being called in. So if you wanted to do an offensive push you click the ability and didn't have to worry about airstrikes. Of course it would have cp and cool down like every other ability.
Posts: 1637
It would be great if it could deny stuka bombing strike.
If they did that Elchino then how would I be able to A Move win with my Panther Blob? I mean I NEED STUKA to take out those Pesky OP Zis! MVGame.
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Posts: 587
A stuka DIVING-BOMBING is really hard to stop, and theres not enough camera to show the plane diving (vertically) and then pulling up to the sky.
There is no stuka in-game dropping the bomb, it just falls from the sky.
Posts: 1701
tThere is no stuka in-game dropping the bomb, it jus falls from the sky.
Are you talking to me¿? xD
I was explaining that dude that showing the stuka diving-bombing over the target would be imposible due to low RTS cammera height.
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