CoHO was a masterpiece, it was on track to become a LoL or Dota 2 type game due to it being free and also having the CoH franchise backing it. I am saddened that due to the inevitable bankruptcy of THQ this had to be shut down. It is unfortunate that Relic + SEGA couldn't try this again, but obviously they never will considering Sega's buying of THQ means all they want is $$$$ for their return for at least 5 years.
Currently financial model of League of Legends and World of Tanks is the most profitable model in the industry. The problem is that Relic will have to be able to achieve at least 20.000 paying costumers in order to make this endeavour profitable in the long run. The question: Would CoHO be a game that can fit into Sega's spreadsheet? |
I kinda miss CoHO...
Anyone still pissed about CoHO being cancelled? I kinda liked that game and from where am standing it is very likely that THQ decided to pull the plug in the end as they didn't want to go up against World of Tanks. It happens all the time in the industry, Ninja Theory had their game cancelled because publisher had no balls to go up against Bungies Destiny. Back to the topic.
Are you happy with current bulletins and war spoils system?
CoHO had a pretty nice bulletin system, with WFA vCoH2 bulletin system got one stem closer to CoHO system. Except it looks like an ugly step sister who lack any sort of sex appeal. I am of opinion that both players and Relic will benefit from further improving and building upon current bulletin iteration.
Bulletin crafting
Bulletin crafting would be really cool and fun, don't you agree? Like if you have a Panther +5% speed, +2% armor and +4% extra penetration bulletins, you could try to craft them into one single Unique bulletin with all bonuses in one card. Of course such powerful item would need some sort of balancing. What if it had tokens, similar to current timer on commander bulletins? But for every game one token would be used up. When all tokens are used up, the card will be destroyed within 24 hours unless recharged.
Limitations and balance issues.
I think there should be unlimited possibilities in regard for bulletin combinations. But you should only be able to combine a maximum of 3 bulletins at a time. In addition there is a level beyond which you cannot pass. Like if you combine 3 common bulletins you get 1 uncommon, combining 3 uncommon into one rare and 3 rares into one unique. But the line has to be drawn at unique to avoid OP stats, so you cannot combine unique bulletins.
Tokens and profitability
In order to recharge bulletins the game will require some sort of currency, which is earned by playing the game. This will enable CoH2 do what CoHO aimed at, going the same route as World of Tanks and War Thunder or League of Legends went. By having a premium account you will earn twice as much currency enabling you to sustain your high level bulletins. Monetizing Company of Heroes 2 in such way will relieve Relic from the need to constantly produce new games or DLC in order to generate income in order to keep the company afloat.
Drops and duplicates
If you have duplicate bulletins, instead of paying to recharge your existing bulletin, you can simply craft a new one. This way game can constantly award you with some sort of bulletins for playing and players will have use for them.
/End
Just throwing this out to you people, hope you understand what I have written and my intentions.
Proposed idea is great for arcade and mindless team games, but what about 1v1 and pro players?
What is their opinion on the this and how can it be made work for all?
Sincerely yours, ZF. |
These guys dont seem to be talked about much. But their value easily goes beyond their manpower cost. THey have incredibly close range killing power, almost as much as shock troopers (your non shock trooper infantry will surely run away if they get close)
However thats not really an issue on its own. The real issue is how they spawn. They can spawn nearly anywhere regardless of fog of war, instantly, and without warning. It has so many uses,
1. tank goes behind building for repairs, spawn on building kill engineers, by the time they figure out what happened all they can do is retreat.
2. Need to spot enemy units for artillary? perfect.
3. think enemy might be garrisoned in a building? theres a great way to find out
4. enemy retreating instead of dying? just instantly spawn in their retreat path for the wipe.
There should really be some warning so you know that you might be subjected to that kind of thing. In the same way paratroopers give a warning. Eg a green smoke followed by a 4-5 second delay, THEN spawning.
or alternatively, make it so that vision on the building is required to spawn out of it and keep it instant. (the first suggestion would keep them as behind the lines harassers though)
Its just silly that axis get such a powerful unit that spawns anywhere instantly. And then allied paratroopers which actually have airbourne like mechanics have to deal with drop zones and typically being seen if paradropping behind enemy lines, and a huge delay.. and once theyre in there they theyre bassically just riflemen that are a little bit better.
I think they should ONLY be able to spawn inside your own territory or have the same spawn mechanics as paratroopers.
All changes to OKW (wich turned it into something very different of what it was at the beginning), are the result of your crying, dear whiners. But you must consider that no nerf will come without something other to be buffed or changed. I mean if you think that crying a river for fallschirm nerf will pay off, maybe it will, but something else will be changed and you will whine again. Nothing will be turned into a worst thing whithout additional changes just because you can't figure it out how to beat it.
So take a look at what OKW was at the beginning and what it is now, from your allied only perspective and think: you like it better now? My feeling is that you don't. Especially if we talk about "pros" 4v4 games.
So you know what? Stop with the whining, that will surely pay off.
You are totally right, only Soviets and USF get mercilessly bashed with nerf bat with no buffs in return. |
Are kubelwagens OP?
Yes. |
One of the arguments for the current balance is that USF vehicles are in a fine place because their "medium" (vulnerable) status is balanced by the ability for the crew to repair. Thinking about that mechanic I realize it is possible this is true but at a substantially higher skill level than is actually implied by obvious vulnerability of the unit.
The vehicles, like many of the Soviet tanks, can be balanced in the very best of hands because they are still effective if microed well. Leave aside argument that this doesn't address the imbalance most less-than-great-micro players will feel in the units, the crew-repair mechanic actually exacerbates the problem.
We know the vehicles have to be microed well. We know that they have less pop allowing for more of them as a balance. But each added vehicle creates exponential increases in micro (it becomes harder and harder to squeeze APMs into each available second) and practice. But now one of the "balance" ideas given to compensate for the vehicle weakness is a mechanic that requires.... even more micro. It is further a weakness because you have to expose your crews while doing it.
This is great for those who can handle it but for the rest of us it is a mechanic that is actually exacerbating our problem which is that we already have to do more micro and more combined arms than the super troops and super tanks on the other side.
Why shouldn't the US get a repair facility/truck instead? The balance aspect is the same (repairThat is much closer to the actual US armor strength in WWII. The US excelled at damaged vehicle recovery and repair. Something that actually wasn't the case for the Axis.
I know this is a fantasy. Relic has a fetish for things as they are. But the stats and player choices says something different.
Well thought out and well written observation, I applaud you and fully agree with you sir. |
hello arnold, the game is not optimized for 4vs4 and will never be.
I want to show a middle finger to the people like you, how uncivilized of me ![:( :(](/images/Smileys/sad.gif) |
Just a little game to show people how many squad wipes ISU actually produced during the whole fight. |
It says something about the prior strength of button when ostheer players are literally forced into a doctrine w/ smoke just to deal with guards.
As a Soviet player, I find smokescreen to be just as cheesy and unfair as Button ability. Smoke screen can save your tank from certain destruction, button ability used to do the same, save you from certain destruction by a tank. |
Why not make PTRS able to damage infantry? It will address several of key issues with this unit. After all PTRS is more similar to a high powered sniper rifle.
Before this patch I always used Guards in 2vs2 as they provided an option for you to pin a vehicle which is trying to circle your ZiS/SU-85 long enough for it to take damage and retreat. Two would guarantee success in case if opponent had smoke or attempts to retreat. The major weakness of Button ability was it's short range, any players with two brain cells would be able to kite guards all day long. |
Just a game where 1 of my allies dropped after 5 minutes and second one dropped later on during the game. Still won the game and scored in total 36k damage.
B4x4 :3 |