What are your ideas of coh 3 commander system?
Posts: 563
As coh 3 is coming (if its coming) i wondered what people think what kind of commander system is going to be implemented to it. Is it going to be same as in coh 1 or 2, or is it going to be something completely new?
I have my own idea for commander system for coh 3. Remember its just idea, so it might have flaws i didn't realize myself, so please no flaming, give your own opinions what would be good and hat would be too flawed.
My idea for coh 3 commanders would be this: Each army has this army "tier, for example wermacht gets infantry, panzer and luftwaffe tier. each army has 3 tier choices and each tier has 4 commander choices. Choosing tier give faction certain infantry unit you get only by choosing this tier, for example for wermacht, they would get sturmgrenadier or fusilier, panzer tier gets panzer grenadier and choosing luftwaffe gets you luftwaffe jägers or fallschrimjägers (falls maybe better as call in unit). Despite this every faction would have their basic rifle infantry, that would get diffirent weapon upgrades or abilities, again, for example: Infatry tier would grant g43, panzer stgs or mp 40, and luftwaffe some out of date equipment, such as mg 15 or captured weapons.
Back to the tier specific infatry units, these would be simular we had in coh 2, being more specialised unit with focus on certain way of usage, panzer grenadiers being more assault and anti tank focused, getting smgs or anti tank equipment, luftwaffe jägers being cheap, less durable or combat effective infantry that is better when in cover and could be capable of creating defenses.
then when it comes to commanders, as i said each tier gives you certain commanders, that are focused on their tier, luftwaffe having commanders for example, having one commander that focuses on close air support, one that focuses on supportive elements, such as supply drops and more strategic airsrikes, one that focuses on field defenses and units, such as AA tanks, and one that focuses to paratroopers etc.
Panzer tier commanders, one giving more heavier, specialiced heavy tanks, one focused on logistic and support elements, one focusing on mechanized support such as half track mortar or anti tank variant, you get the point.
flaw however i see in this is that certain units being locked to commanders behind like these would make certain tier more used, like people would mostly pick one with tiger, which would need a lot of adjusting, requiring it to be avaible in other commanders too. Also it would require A LOT of balancing, having all base units being effective, so no "this faction lacks reliable suppression platform or anti tank" kind of balancing, which might make unique balancing hard.
However, id like to see your opinions about this or your own ideas for commander system. But remember its just ideas and it surely has lots of flaws in case of balancing, but lets try to keep things civil.
Posts: 320
New Commanders with more upgrades like in Doctrines. That is what i would like to see. Still miss my Scorched Earth Doctrine, the Hummel etc. Also i would like to see more units. I liked the Vampire and the Ammo HT, booby traps etc.
Fallschirmjäger in CoH1 were real Fallschirmjäger and not this gimped boys with SMGs.
Posts: 3032 | Subs: 3
1.) only 12 doctrines in the entire game (3 per faction) like in CoH1 was causing very low diversity on meta and strategies
and
2.) with the CoH2 commander system it is possible to milk out more money from the customers since most of the commanders are paid extra content. And this is clearly the direction that SEGA as well as the majority of the modern gaming industry is aiming for sadly.
However, it's possible that we will see even more diversity if the commanders are designed like in the CoH1 Blitzkrieg mod, where each doctrine has around 20(!) abilities I believe, but where you can choose only 80% of the abilities due to limited amount of CPs (--> more decision making). It would be balanced if those 20 abilities would be small but useful upgrades to your strategy instead of broken call-ins and broken off-map strikes like we have in vanilla CoH1 and CoH2.
Posts: 515
Pretty sure it will be the CoH2 commander system again. Because
1.) only 12 doctrines in the entire game (3 per faction) like in CoH1 was causing very low diversity on meta and strategies
This is where I stopped reading.
Posts: 3032 | Subs: 3
This is where I stopped reading.
ok enjoy your terror vs infantry doc in every single 1v1 tourney game
Or airborne with sniper spam in every teamgame. Add some royal artillery and scorched earth cancer to the mix and you got your meta
Posts: 1217
When you took defensive doctrine as Wehr you gave up offensive potential (Tiger) for defensive potential (better bunkers, 88).
Even the tank hutner doctrine was way more thought through than "Jäger armour" (retarded name btw.) which randomly throws an Elefant with Stuka dives together.
This original straight forward design is a lot better than the randomness of Coh2 doctrines, where you get a Tiger, G43s, movement speed, Osttruppen and a Stuka for no apparent reason. (Encirclement doctrine and the useless defensive docs being exceptions here.)
Posts: 2742
I guess a variation no more than a different unit or ability or two. Not much beyond bulletins, or ToV units.
So, as an example... You'd have a doctrine choice just like in coh1. But the doctrines can be customized/adjusted with commanders that affect something equivalent to UKF side tech choices.
So choosing recon vs mech would also be the difference between an AEC or an M8 or a Stuart.
Or BARS vs m1919s, or vickers k instead of brens.
Posts: 515
ok enjoy your terror vs infantry doc in every single 1v1 tourney game
Or airborne with sniper spam in every teamgame. Add some royal artillery and scorched earth cancer to the mix and you got your meta
Because CoH2's meta is so dynamic and complex
Posts: 3032 | Subs: 3
Posts: 320
When you took defensive doctrine as Wehr you gave up offensive potential (Tiger) for defensive potential (better bunkers, 88).
yeah the lovely iconic 88 and For the Fatherland
Sadly, the 88 is not in CoH2
Posts: 17914 | Subs: 8
yeah the lovely iconic 88 and For the Fatherland
Sadly, the 88 is not in CoH2
It is. Just not fully automated.
Its called PaK43.
Posts: 320
Always this guy...seriously. After several months i thought we got rid of this dude
Posts: 1044 | Subs: 1
What don't you understand about the iconic 88? I am talking about the 88 and not about an AT gun in caliber 88mm.
Always this guy...seriously. After several months i thought we got rid of this dude
What hes trying to say is that the PaK 43 fills the roll of the 88 in Coh2 as it did in Coh1
Id have to agree though the 88 is one of the iconic weapons of the German Army in ww2, I'd love to see them back in CoH3
Posts: 17914 | Subs: 8
What hes trying to say is that the PaK 43 fills the roll of the 88 in Coh2 as it did in Coh1
Id have to agree though the 88 is one of the iconic weapons of the German Army in ww2, I'd love to see them back in CoH3
That plus PaK43 LITERALLY uses 88.
Posts: 1044 | Subs: 1
That plus PaK43 LITERALLY uses 88.
But its not as cool ):
Posts: 414
That plus PaK43 LITERALLY uses 88.
The Flak 88, pak43 88 and the tiger 88 are all different guns. It's just the barrel diamiter that is the same.
Posts: 2742
*edit
Just realized the thread and the derailment of topic. May as well invis, I stated my on topic opinion already.
Posts: 414
For example:
US Commander Andrew P. Poppas of the 101st Airborne
Ability tree one:
2 CP Air Drop resources
3 CP Paratroopers
3 CP Air Drop Equipment
Ability tree two:
2 CP Timed Detonation Charges
1 CP Thompson Upgrades
3 CP Mustang Strafe
I'm just randomly tossing something out there but there are a few reasons I would much rather enjoy this design. 3 commanders for each faction would make balancing a whole lot easier. Fewer commanders would flatten the learning curve.
Posts: 3145 | Subs: 2
I mean it's obviously bullshit, they should either give you only 3 commanders but with like 16 abilities or you could choose from 12 commanders with like 6 or 8 abilities each because honestly, CoH's doctrine system was better, and the only thing that CoH 2 did was give you the ability to choose what exactly your 3 commander choices were going to be while giving you less options (since you couldn't choose what to research for anymore) and had 1 less ability than the ones in CoH which never made sense to me, instead of improving the doctrine system which CoH had, they took 2 steps backwards and 1 step forwards. I don't mind if they're payed, but make em worthwhile.
And releasing 2 broken commanders and nerfing them after a month after you're done getting your money from them was a gay ass tactic undertaken by them. And yeah I know it's SEGA pulling the strings but I mean come on, no self respecting developer would put up with that crap.
There are currently devs that make money while not being money mongers and actually delivering good content and well designed games, but of course there's the argument that comes in that most of these devs are Indie and don't have an asshole publisher attached to them.
Posts: 3260
I prefer the single-tree commanders to CoH 1's branched ones and choosing from a large pool before the match allows for more variety than CoH 1 had.
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