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Good rejected things in CoH 2

19 Feb 2016, 21:26 PM
#1
avatar of Osinyagov
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Posts: 1389 | Subs: 1

Some days ago, user with nickname Sirlami (Thank you very much man) have posted screen with some unused models and mechanics in CoH 2. One of the models take my attention - T-34 with extra stuff on the hull. I've seen this model before (In 2011-2012) when CoH 2 was in development. But for some unknown reason Relic rejected it.
Can Relic put it back in the game instead of actual T-34 model? It still below than models of WFA and UKF, but much better, than actual model of T-34!

Thank you for your attention! :)
19 Feb 2016, 21:34 PM
#2
avatar of CROknight

Posts: 40

1++++++++++++
21 Feb 2016, 15:06 PM
#3
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

I think, this theme with rejected things for CoH 2 can be more larger. I have looked some old screenshots (see below) and find, that old avatars of USSR/Ostheer units and doctrines are much better! They don't have any emblems and thin places. And the same time they have saturated colours and good background (just like avatars of WFA/UKF units and doctrines)!

Why i am posting this? Because i don't like current decorative design of east factions. I want to see high quality design for all factions. I will post some other design issues in the future.

Here is some screenshots from 2013:



And some old doctrines avatars from 2013:







Dear moderators! Can You change the name of topic to "Good rejected things in CoH 2"? Thank you!:)
21 Feb 2016, 15:09 PM
#4
avatar of Highfiveeeee

Posts: 1740


Dear moderators! Can You change the name of topic to "Good rejected things in CoH 2"? Thank you!:)


Done.

Thanks for this very interesting topic!
21 Feb 2016, 15:19 PM
#5
avatar of Mackie

Posts: 254

One thing is that the ptrs sounded much better in the alpha.
21 Feb 2016, 15:20 PM
#6
avatar of Katitof

Posts: 17914 | Subs: 8

The T34 with stuff is early T34 model.

I bet they were part of scrapped Overwhelming Armor doctrine, where you could call-in shitty T34(yes, thy have managed to make T34 even more shitty).
21 Feb 2016, 15:21 PM
#7
avatar of IronMedic

Posts: 318

the 223 was used in Ardennes assault as a mobile radio jammer
21 Feb 2016, 18:57 PM
#8
avatar of Jaedrik

Posts: 446 | Subs: 2

The only thing I'd love to see return here is the ability for tanks to pull things.

AND BY THINGS I mean stuff like PaK43, ML-20s PogChamp Kreygasm
Because sometimes like eedeot I build too far back and then have popcap tied up in a useless emplacement. I want high risk way to transport them, and this provides the perfect avenue.
21 Feb 2016, 19:05 PM
#9
avatar of Wygrif

Posts: 278

Towing could be a pretty neat mechanic. It would allow emplacements to be a bit more vulnerable, and open up a really distinctive strat. If they fucked it up, though, it could end in an awful turtle-grind fest.
21 Feb 2016, 19:22 PM
#10
avatar of ItchyGonorrhea

Posts: 107

Soviet wire from the alpha. Uuuuh.
21 Feb 2016, 19:25 PM
#11
avatar of DAZ187

Posts: 466

man the interface looks much better. just the commanders on the right blocks some view.
21 Feb 2016, 20:49 PM
#12
avatar of BeefSurge

Posts: 1891

The Skdz 251 should have an open top.
21 Feb 2016, 20:53 PM
#13
avatar of Burts

Posts: 1702

The dumbest thing they did is alpha is remove all the unique vet 1 ability from soviet/ostheer and replaced them with tripfire/medkit because it made the game "too complex" or some other nonsense like that.

Good thing they seem to learned from this when designing USF/OKW/Brits
21 Feb 2016, 21:34 PM
#14
avatar of Omega_Warrior

Posts: 2561

For a short time during WFA alpha, you could have your infantry ride on T-34s. The animation was never completed though.
21 Feb 2016, 21:36 PM
#15
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

The Skdz 251 should have an open top.

Relic can take "Walking Stuka" model (with benches inside) , delete roket launchers, and it will be beautiful 251 with open top.

Also i am frustrating of german vechicles name (Relic tried to compare 2 official german designation (Sd.Kfz. , PzKpfw and colloquial expression (Panzer 4, Stuka zu FuB))

I realy don't understand, why german tanks ( PzKpfw IV,V,VI) using different designation (Panzer 4, PzKpfw V and Pz. VI)? It looks ugly! This little issues and many others make me sad, and very very sad when i take a look on grapics, bugs and balance problems. :(

This game can be more-more better!

P.S. Yes, i am a fanboy of beauty, refinement and succession:D
21 Feb 2016, 21:39 PM
#16
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

I remember in the concept art there were a lot more customization options. Things like adding decorations to your trenches and things like this.

Also lets not forget all the women partisans and voices they took out for reasons.
21 Feb 2016, 22:14 PM
#17
avatar of Thunderhun

Posts: 1617

jump backJump back to quoted post21 Feb 2016, 21:39 PMTobis
I remember in the concept art there were a lot more customization options. Things like adding decorations to your trenches and things like this.

Also lets not forget all the women partisans and voices they took out for reasons.


Refund or riot!

They removed women partisans and weather changes!
21 Feb 2016, 22:21 PM
#18
avatar of TheSleep3r

Posts: 670

I think in the early concept stage the Soviets had actual doctrine trees (shock, guard, nkvd with penals) with the Regimental HQ changing its appearance when a doctrine had been chosen.

Shock was cash
21 Feb 2016, 23:07 PM
#19
avatar of RedDevilCG

Posts: 154

Was towing ever in to begin with?
22 Feb 2016, 01:44 AM
#20
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

Was towing ever in to begin with?


I think it might have been in some campaign cutscenes or something.
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