Why do you like CoH 2?
15 Mar 2016, 21:02 PM
#21
Posts: 658
i like strategy games specially with high graphic+reallity(ww2)+various factions with plenty commanders mmm epic faction sound tracks although something op annoying but just i dont like dropping or bugspt .
15 Mar 2016, 21:07 PM
#22
5
Posts: 243
15 Mar 2016, 22:23 PM
#23
Posts: 2115 | Subs: 1
well, i once bought vcoh for 7.99eur, got addicted for some reason and...
here i am
here i am
15 Mar 2016, 22:27 PM
#24
Posts: 2238 | Subs: 15
15 Mar 2016, 22:37 PM
#25
Posts: 680
"Maybe 10-20k? There are 5k players on at any time."
And about 10k per week I believe?
In which case 1000 people watching ESL is pretty darn good no?
And about 10k per week I believe?
In which case 1000 people watching ESL is pretty darn good no?
16 Mar 2016, 00:25 AM
#26
Posts: 8154 | Subs: 2
+RTS
+"Low" apm requirement. No mechanic macro economy to deal with.
+True sight
+Unit management > number of units
+WW2
+Cover, suppression, penetration, unit preservation system
+Maps (in the way you feel like you are actually fighting for something rather than a simple conventional blizzard/CC/AoE esque map)
-Patches
-How they implemented the commander system, specially for EFA
-Hotkey configuration
-Optimization
-Communication
+"Low" apm requirement. No mechanic macro economy to deal with.
+True sight
+Unit management > number of units
+WW2
+Cover, suppression, penetration, unit preservation system
+Maps (in the way you feel like you are actually fighting for something rather than a simple conventional blizzard/CC/AoE esque map)
-Patches
-How they implemented the commander system, specially for EFA
-Hotkey configuration
-Optimization
-Communication
16 Mar 2016, 00:41 AM
#27
1
Posts: 2885
I like almost everything: the tactics, abilities, graphics, voice lines, suppression system, cover system, music, that you always play axis vs allies, that you can win smartly, not just by spamming, the depth of gameplay etc, etc. The game is also challenging.
What I dont like is how it becomes more and more shallow assymetric ballance wise with every patch and how tiring it is after few matches. It's not really a game you can play your best in after a day of work, rather instead of day of work. That's why sadly I'm playing less and less recently.
What I dont like is how it becomes more and more shallow assymetric ballance wise with every patch and how tiring it is after few matches. It's not really a game you can play your best in after a day of work, rather instead of day of work. That's why sadly I'm playing less and less recently.
16 Mar 2016, 01:14 AM
#28
Posts: 1072
+ RTS
+ Maps (the good ones that is)
+ Unit diversity and uniqueness (especially support weapons)
+ Vet, cover suppression, penetration, criticals
+ unique abilites
+ WW2 gameplay which leads to epic battles/ flanks etc.
+ Army composition and unit management > number of units
+ AT games
+ Gameplay sounds/ visuals
+ Community
+ true sight
+ Cromwell crushing volks blobs (my favorite part of CoH2 honestly)
+ as elchino said, no macro economy to deal with --> focus on the fighting!
+ How territory works and importance of map control (fighting for ground)
- BUGSPLATS
- Unbalanced teamgames (less of an issue now)
- Small playerbase --> long wait times
- Rage quiters (not really specific to CoH2 though)
- Increasing amount of rocket artillery and emplacements
+ Maps (the good ones that is)
+ Unit diversity and uniqueness (especially support weapons)
+ Vet, cover suppression, penetration, criticals
+ unique abilites
+ WW2 gameplay which leads to epic battles/ flanks etc.
+ Army composition and unit management > number of units
+ AT games
+ Gameplay sounds/ visuals
+ Community
+ true sight
+ Cromwell crushing volks blobs (my favorite part of CoH2 honestly)
+ as elchino said, no macro economy to deal with --> focus on the fighting!
+ How territory works and importance of map control (fighting for ground)
- BUGSPLATS
- Unbalanced teamgames (less of an issue now)
- Small playerbase --> long wait times
- Rage quiters (not really specific to CoH2 though)
- Increasing amount of rocket artillery and emplacements
16 Mar 2016, 01:29 AM
#29
Posts: 2
I love the game mechanics-cover system, line of sight, direct and indirect fire abilities. I really love the game physics, sound and graphics-when that flamethrower fires up on a quiet Sunday morning-I love it!. The 'putt-putt' of a 20mm cannon while a mortar goes 'thrump' in the distance-its awesome. German soldiers crying out 'Not like this!' as they get blown up-boom!-while I was off microing a tank. Totally destructible maps? Hell yeah! The battles end with trees burning, buildings smashed, killing fields full of burning vehicles and dead soldiers. I love it! So much fun even when I lose-which is a lot.
30 Sep 2018, 19:23 PM
#30
1
Posts: 615
Hey guys, it's been 2 years since I made this post to make a game based on the amazing amount of fun that I had playing Company of Heroes 2. I used to play this game like mad and have great respect for it.
Here is what I've made so far:
Here's some gameplay:
[twitch=https://www.twitch.tv/]chapter_id=313750479?collection=nXlLhH8MVxUBlA[/twitch]
Going to add the cover system, line of sight, indirect fire abilities. And wow you have a lot of appreciation for the art and sound of the game. I am going to pay more attention to the game sound. Having fun while losing is amazing.
I added veterancy. I've been doing my best to do unit diversity. I will add support weapons like MG and mortar teams. I will add criticals too. Army composition & combined arms has been a focus for me towards the beginning of the game's design. Lmao Cromwell crushing is amazing. No macro economy is really interesting and focus on the fighting has been something I've been doing where u just control territories and just focus on the fighting. Map control is also amazing.
Here is what I've made so far:
Here's some gameplay:
[twitch=https://www.twitch.tv/]chapter_id=313750479?collection=nXlLhH8MVxUBlA[/twitch]
I love the game mechanics-cover system, line of sight, direct and indirect fire abilities. I really love the game physics, sound and graphics-when that flamethrower fires up on a quiet Sunday morning-I love it!. The 'putt-putt' of a 20mm cannon while a mortar goes 'thrump' in the distance-its awesome. German soldiers crying out 'Not like this!' as they get blown up-boom!-while I was off microing a tank. Totally destructible maps? Hell yeah! The battles end with trees burning, buildings smashed, killing fields full of burning vehicles and dead soldiers. I love it! So much fun even when I lose-which is a lot.
Going to add the cover system, line of sight, indirect fire abilities. And wow you have a lot of appreciation for the art and sound of the game. I am going to pay more attention to the game sound. Having fun while losing is amazing.
+ RTS
+ Maps (the good ones that is)
+ Unit diversity and uniqueness (especially support weapons)
+ Vet, cover suppression, penetration, criticals
+ unique abilites
+ WW2 gameplay which leads to epic battles/ flanks etc.
+ Army composition and unit management > number of units
+ AT games
+ Gameplay sounds/ visuals
+ Community
+ true sight
+ Cromwell crushing volks blobs (my favorite part of CoH2 honestly)
+ as elchino said, no macro economy to deal with --> focus on the fighting!
+ How territory works and importance of map control (fighting for ground)
- BUGSPLATS
- Unbalanced teamgames (less of an issue now)
- Small playerbase --> long wait times
- Rage quiters (not really specific to CoH2 though)
- Increasing amount of rocket artillery and emplacements
I added veterancy. I've been doing my best to do unit diversity. I will add support weapons like MG and mortar teams. I will add criticals too. Army composition & combined arms has been a focus for me towards the beginning of the game's design. Lmao Cromwell crushing is amazing. No macro economy is really interesting and focus on the fighting has been something I've been doing where u just control territories and just focus on the fighting. Map control is also amazing.
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