General Information
Youtube: https://www.youtube.com/channel/UCJT-oswDRyOrhrVghT-6ZRw
Steam: 76561198157193379
Nationality: United States
Game Name: Snaek
Thanks for posting this. I really appreciate your objective analysis. If I had posted I would have been banned and it would have been deleted.
First we are talking about a BETA which was testing the multiplayer. Unlike COH3, the BETA is NOT the finished game by any means and only part of the content and features were there.
But here are some key differences between Men of War II and COH3 that I could see:
Direct control of units which is very useful for an accurate HUMMEL or heavy artillery.
No store with outside money or premium currency (don't confuse the MoWII progression system and unit unlocks with a currency store as it is not).
Large roster of pretty much every unit from WW2. Kingtiger, yes. Jagdtiger, yes. Sturmtiger, yes. Hummel, yes, All of the above fielded in one battle, also yes.
There is a Soviet side like in COH2.
Battlegroups are called battalions and there were at least FIFTEEN (15) per side with their units customisable like a deck of cards. This is versus 3 in COH3 per side with zero customisation or ability to change individual units.
Matchmatching takes about 30 seconds to a few minutes at most for German side, and in the full release will probably be instantaneous.
Doctrinal artillery and lots of artillery units and batallions. For example you can build multiple field howtizers at the same time (like in COH2), multiple Wespe, Hummel etc. And yes, they cover the whole map. They will annihilate infantry blobs and one shot medium and lighter vehicles, including other artillery or open top SPGs.
Interesting camouflage and spotting system allowing for artillery duels at long range.
Graphics looks great at 4k and are gritty and units do not look cartoonish. Map variety was something like 7 at beta.
Team games can be 5v5.
Can reconnect to game if disconnected.
Built in ranking and progression system.
Battles can be very close without knowing a clear winner until the very end. It's possible to come back late game after a very long slog and win by a slight margin. No annoying 12 minute style battles or tickets counting down.
There is no annoying upgrades or endless UI sub menus.
Interesting data for equipment and units when hovering pointer. It shows a technical data table with all kinds of info on the equipment. Quite educational.
Airstrikes work as they should with real planes flying from an air base with no warning or magical flares and a delay.
Tanks vs tank combat and versus infantry is far more realistic than COH3 and same with the weapon ranges.
I could see the "balance" whining coming a mile away from the "competitive" YouTube streamers. Yes, in reality heavy late war German tanks and TDs such as Jagdtiger, Sturmtiger etc., would one shot allied tanks. And a medium to heavy German tank will also one shot a lighter allied vehicle. This is just reality. The vehicles still have health bars though and individual components can be damaged.
I had several very satisfying and long battles in MoWII including a very long and close battle where I was able to encircle the enemy forces on a huge map while suppressing them with heavy artillery. This isn't your mickey mouse donald duck 12 min battle console port game. I've never had a game end before 30 min because someone left.
Infantry can be effective if used tactically, but will get destroyed at range out in open by almost any vehicle with an mg. I don't mean suppressed or pinned down. I mean annihilated in groups at longer range. Shells do the same thing from tanks or artillery.
Stats can be turned off so no public tracking by third party sites. Surprised no one filed a complaint against COH3 yet via GDPR.
Most importantly, MoW II is an improvement over the older games adding new features and innovation and is not available on consoles. It's a PC gamer's strategy game for those looking for historical units and more realistic grand WW2 battles.
Merge both game into [COH World] then sell content patch etc. For me its already the same game, just not compatible yet and not as good as the previous one. We cannot afford to split the player base. @relic
Meh. It's not really that deep of a split to warrant it. Around 2k players left coh2 and plus an extra 500 new players are all that CoH 3 is pulling in. CoH 2 is pretty much doing exactly the same as it was prior to CoH 3.
All relic has to do is stop wanking off and actually put some elbow grease and content into CoH 3 and the switch will either occur or not occur naturally.
PPS - I also forgot to mention the changes to the Engineering system. In previous titles you used engineers that would cost CP and you would have to manually control. In MoW 2, you simply mark where you want to fortify, place tank traps, and place mines, and if you have engineers/ combat engineers in your loadout, they will do it autonomously and do not cost CP or Logistics tokens to field. The key phrase being IF you have them in your loadout, as not every Regiment has access to engineers.
I forgot to mention the new Echelon and Logistics timer system.
QRD - MoW 2 replaces the Manpower system of the previous entries with the Logistics Timer and Echelons. Each player starts with 2 Logistics, which allows them to spawn in 2 units at one time. After you spawn a unit, you use up one Logistics. You will regain it in one minute, unless your Regiment has a bonus/malus to the Logistics Timer upon spawning a unit.
Echelons are groups of units that are unlocked through the course of the game. The first echelon is available immediately. The second unlocks some time later, and the third some time after that. You're free to spawn in all units from the Echelon that you can, so long as you have a free Logistics token, and your CP (popcap) has enough room to allow for it.
Seeing as Relic has yet to extract their cranium from their anus, I think it's high time to consider other games to occupy one's own time with, at least until they do.
As the title of the thread suggests, my choice is probably going to be MoW 2.
Reasons?
1.) The new "Regiments" system.
An idea introduced by the RobZ Realism mod for AS2, but in MoW2 it's much more fleshed out and interesting.
The Regiments system takes my biggest pet peeve about prior entries to MoW (the massive amount of APM required to play at even a below average proficiency in multiplayer), and turns it into a strength. As you probably know, Men of War allows players to take "Direct Control" of any unit they can field. This leads to a bit of a problem where the player who doesn't immediately start microing their tank pretty much always loses. If you thought CoH was micro heavy, go try to play men of war: assault squad 2 in a public lobby. It's very difficult to both pay attention to battles, plan, AND make sure your tank is actually firing somewhere useful and not at the turret or some stupid sh@#...
The Regiments system deals with this issue by letting each player specialize in a certain aspect of the game, as well as giving them a smaller overall army to control. It also encourages teamwork and allows for larger sized games without being insanely taxing on resources.
More in depth here (since I know I can be a bit verbose ):
2.) Units are more responsive than before
I've had a remarkably frustration-free experience commanding infantry in Men of War 2. There is a reasonably strong lock-on effect to AT grenades now, but not to the extent of CoH 2; they can be outran if the tank is backing up fast enough.
Additionally, infantry AT weaponry is a lot less finicky and actually does what you tell it to do. Bazookas and Panzershrecks are very powerful, though limited to Infantry Regiments.
Honestly, I have always gotten pissed off in MoW PvP, but for the first time, I actually had fun. That's really big for this franchise.
3.) Stealth and FOW changes
For normal infantry, stealth remains unchanged. You basically crawl around and hope nobody sees you. Certain elite units, though, are able to visualize the detection radius around enemy troops, allowing you to remove the guesswork and sneak into enemy lines unmolested (that is, assuming that your enemy doesn't have spotters of their own hidden away somewhere. You can only visualize the detection radius of enemies you can see!)
In the same vein, FOW reveal mechanics are now shown to the player. Certain units reveal themselves while firing at the enemy, such as self-propelled howitzers and AA guns. You are now told when you are about to reveal yourself/ are revealed to the enemy so that you can act accordingly.
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I had a lot of fun in the playtest, but after being burned by CoH 3 so recently, I wouldn't feel right advocating for buying it on release. I would tell you to watch out for it, though, as it's seeming like a good competitor to CoH 3.
Well at least you can admit it lol. Some people on here can't even go that far.
...but connecting that to CoH3's failure is more than a stretch...
It's not solely wokeness. Primarily it's most likely just modern AAA gaming where the devs are expected to shit something out ASAP for a deadline in order to make returns to shareholders, and then patch it later. The woke hiring practices to hit ESG quotas most likely don't help.