Relic haven't released a completely new game since CoH2. They've said it, not much is on for CoH2 from now on in terms of changing things a lot. I'd say a few new commanders here and there, a buttload of skins and several patches.
My guess is that they'll announce a new (non-CoH related) game in the next few months with a release October/November this year. |
A lot of high end axis players win rates are historical. OKW particularly had a major advantage in 4v4 in a lot of patches. Now it's actually not too bad with the British faction really bringing a lot of balance to the larger gamemodes, provided they're in most teamgames.
Map design is also quite important - generally tighter maps are better off for axis. Most maps in 4v4 are okay though, Port of Hamburg is the one i have the most issues with, particularly as the game goes on for a while as any meaningful resource points can be blocked off at chokepoints.
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Cruzz - you must be like me, i have 4 recon support companies and 6 greyhound bulletins (but have never got another commander from warspoils for US!)
Triple Tiger Ace Sight Range is the only great Triple Vet anymore (that i'd use). Self-sighting all the way. Back in the day where you had the +10% range SU85 though, they were great days! |
I have a feeling that Staghound will be back in a new commander somewhere down the line, though the problem will be it'll be like 7-8cp! |
Funnily this is just the brit version of OKW's zeroing artillery. Evacuate the area when you see it!. Sector arty forces the same thing as well.
It does need to be nerfed though, but the Forward Observation Post needs to be buffed a lot to compensate. Why would I pay 300mp for a building which gives you the option of arty barrages at full cost (e.g. 60 muni for recon run) and at minimal range? They need to double the range of the callins, reduce initial cost to 250mp and reduce all ability costs by 33%. The rest of the commander is lackluster. |
it underperforms at vet0 and vet1. It overperforms at vet2+3. Reduce reload and decrease vet2+3 bonuses. |
^^^^ What he said.
This is not the way to nerf a blob. If you want to specifically nerf blobs then a negative zeal will work best (in the form of received accuracy & suppression) |
I like it (actually my favourite unit by design), but i never use it. The issue is that USF needs its fuel for either Jacksons to kill Axis tanks, or Shermans to punish volks blobs and still walk away after taking a few hits. Other than that, preists and calliopes will also take precedence.
The Scott needs the following:
1. Slightly more HP so it can take 2 hits and be on 10-20% health, not dead.
2. Slightly lower firing angle (to hit faster), or some minor accuaracy/damage improvement.
Remember when USF came out and it was actually awesome? That would be cool to bring back again, but it would be OP (it had a mortar which always fired and a direct fire gun which was an AOE laser).
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Skins are now available for anyone to make and mod into the game. Relic won't release any from now on i'd say.
Commanders with new abilities/units were (and still are) Relic's secondary source of making money. |
USF ATG needs to be upscaled a bit - it's great vs light and even most medium armour right now but it cannot touch heavy armour in a longer game. Increase cost of the AT gun and increase penetration. A faction with the worst late game anti-tank struggles against big tank pushes.
Other than that, at vet1 it's great.
Or as a complete alternative, give USF something that can reliably damage big tanks, even a commander with a 57mm (equivalent to 6 pounder). |