How would you change coh 2?
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Posts: 1740
One thing I'd love to see added, I mean coh 1 had it.
Random faction choice
Maybe I don't know who I want to play as
I think they didn't implement that to CoH2 because of the commander system.
Posts: 60
I think they didn't implement that to CoH2 because of the commander system.
There are preset loadouts for the factions that could be used though. My guess is that they didn't because there were just 2 factions in the game to begin with
Posts: 1740
There are preset loadouts for the factions that could be used though. My guess is that they didn't because there were just 2 factions in the game to begin with
Which was the same in vCoH at the beginning aswell, but that game had the system :-)
But I think you're right... You could simply implement a checkbox "Use this loadout as standard".
Posts: 682
After ten losses in a row, against people way out of my league, I just feel like giving up.
The automatching needs to not crush people like me. It's so demoralizing...
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The game has been matching me against people way better than I am, consistently, for days, at all times.
After ten losses in a row, against people way out of my league, I just feel like giving up.
The automatching needs to not crush people like me. It's so demoralizing...
That is not something that relic can fix.
If there is no one queuing at the time with your skill, you'll be matched against better or worse player to not sit 3h in a queue.
Even the best matchmaking system in the universe will be considered broken if there will be not enough players to choose from.
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And you're right, relic can't fix shit.
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I'd rather wait fifteen minutes to be matched a tad closer than try to put up a good fight and get crushed in 20 or 30.
And you're right, relic can't fix shit.
Let me ask you this:
Why do you believe matchmaking takes 10-15 mins right now, compared to say, SC2, which matches you up in seconds?
You're asking for impossible, because you dismiss what it requires to work.
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Asking for the impossible would be asking you to not be a complete twat. This forum was a better place when you were banned.
Posts: 8154 | Subs: 2
It's not weird having a 5/10 min clause for YOLO QUEUE on most games, which you get matched against anything. IIRC CoH2 is set to be at 5min YOLO. IF you want better games, you would have to reset search every 2 mins or so.
PD: it also matters whether you are playing on non peak hours.
Posts: 868 | Subs: 5
remove brits and houses
remove base making, and neutral houses, shacks and anything on the map?
do bunkers and trenches count as houses?
Are OKW trucks 'houses' ? Are only OKW allowed to have them?
What about Emplacements?
Posts: 13496 | Subs: 1
remove base making, and neutral houses, shacks and anything on the map?
do bunkers and trenches count as houses?
Are OKW trucks 'houses' ? Are only OKW allowed to have them?
What about Emplacements?
By houses she is probably referring to ambient buildings.
Posts: 515
Therefore, if CoH3 reverts back to the old resource system, with high/medium/low types of points for each resource, this would be a step in the right direction.
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I think a big issue with large team games is map resources. In CoH1, 3v3 and 4v4 player maps consisted almost entirely of low resource points, which meant that the large maps could be designed to contain the same resources as 1v1 and 2v2 maps. With CoH2s simplified resource system, this isn't possible, which I believe contributes to the imbalances between 1v1 and 3v3/4v4.
Therefore, if CoH3 reverts back to the old resource system, with high/medium/low types of points for each resource, this would be a step in the right direction.
https://www.coh2.org/topic/61229/resource-income-per-game-mode/page/1#post_id609470
I don't think resources is as much of a problem as number of units fielded and specially number of units assigned to each VP and position on the map.
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Posts: 17914 | Subs: 8
first of all: remove the auto-firing, laser guided mortars and their wipe potential! of course for all factions.
The only mortar in game that is still an issue is ost sniper turbo mortar.
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Posts: 960
The only mortar in game that is still an issue is ost sniper turbo mortar.
I would add the Soviet 120mm to that. Being able to retreat with 1 model combined with its massive range and AOE is just too much, especially in team games.
Posts: 374
I am not sure but that is an opinion.
I suggest this time and time again in the past,
I'm not sure, but what are thoughts to this opinion?
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