CoH 3 - Doctrines vs Commanders - VOTE NOW!!!
Posts: 2238 | Subs: 15
Just for remember: Tales of Valor doctrines design
Posts: 2487 | Subs: 21
Voted WFA's due to uniqueness.
Posts: 1740
I don't care if some abilities are overlapping honestly. Having a Tiger in three commanders in CoH2 was nothing I felt bad about. If you'd have a ToV design with about 15 abilities you can progress, there surely would be the need for overlapping stuff.
Posts: 102
I voted vCOH doctrines. They were a really powerful extra to each faction and you had to choose which direction you wanted to go in each docrtine.
Posts: 1355
Posts: 2238 | Subs: 15
Wasnt the first screenshot from COH online rather than TOV. I remember the TOV campaign being short and about hero units. Its been many years for me though so i could be wrong.
If I remember correctly, CoHO used vCoH doctrines.
More from ToV:
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Posts: 2238 | Subs: 15
CoH 3 topic out of nowhere, wtf !
https://community.companyofheroes.com/discussion/244147/coh1-vs-coh2-feedback-wanted/p1
Posts: 1890 | Subs: 1
It just annoys me that there are a few interesting abilities that I wouldn't mind experimenting with as part of a greater strategy but they are locked in some useless commander that only someone like RedWings can make work.
Posts: 955
I also wish that doctrines would only contain abilities, and not call-in units
Posts: 1304 | Subs: 13
You can use all your commanders, but you still get to keep the opponent on edge with what you're going to go with. Of course there'd need to be limits on how many items you can get, but now you have far more options and some commanders can now fill certain gaps and always provide something.
Posts: 485 | Subs: 1
Relic has proven to don't care at all about player feedback during coh2 and DOW3 beta, i assume they will keep doing it for their next game.
Posts: 640 | Subs: 1
#1 : The core army must be able to work on its own without commanders. No locking essential units such as mobile artillery for Brits or a decent medium tank (Sov) or flamethrowers (OKW, US).
#2: Commander abilities should expand strategic options, not provide a decisive edge that a person can rely on - for as long as the latter is the case, you will have the meta dominated by the most powerful commanders which makes the meta stale.
#3: call-ins in their present state need to go. Just look at the ridiculous convoluted rules being introduced into FBP to "fix" the call-in problem. Command Panther and Lend Lease Sherman are just better than anything you can build without a doctrine (and prior to FBP did not even require comparable teching). This is one of the largest CoH2 mistakes. If I had to explain it with an example, in CoH3 if there are Soviets they should get T34/85 as a stock unit, and T34/76s would be a call-in, not the other way around. Give the best options to the core armies, and give weaker / cheaper / alternative playstyle units as call-ins.
Posts: 3145 | Subs: 2
We asked for more abilities, not less, and Relic go ahead and give us 5 instead of 6 or more.
Plus the majority being shitty ones so they could sell their blasted Deluxe Edition for CoH 2 making us believe we're getting content that's actually worth our money to support them whilelist getting blindly lied to.
Posts: 1166 | Subs: 1
from a practical perspective: vCoh
vCoh had an easier equation to balance therefore giving it a better chance to achieve balance.
Too many commanders/abilities/units make it very difficult to balance coh2.
It should be noted it took vCoh a long time to balance with an easier task.
Posts: 2307 | Subs: 4
Just go with the ToV way. It's just a more fleshed out version of the vCoH commanders. More than 3 would be nice, but uniqueness is far more important than quantity. If you are using duplicate abilities you are doing it wrong.
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