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At the end of the day, if you played coh2 because you wanted realism, there's actually a franchise for you: it's called Men of War, and the newest installment, Gates of Hell: Ostfront, is awesome. Also, Men of War 2 is on the way, so you could even play that. Hell, if you love realism so much, you could even play Spearhead or Wikinger mod. That'll really get your motor running.
However, if you played CoH because you liked CoH, then I really don't see what the massive outcry is about. Yeah the sounds are borked, supposedly it's getting fixed before release. But as for the gameplay, it's all there. And, in fact, relic proved me wrong, they actually made a light tank focused faction (granted they gave it a tiger call in so they kinda shit the bed there.) And somehow shermans are actually awesome. |
they also removed medic stations, now is just another click to unlock. you cannot place a shared medic station in your base now. it is a small thing but a choice nonetheless
mfw you can upgrade bunkers to medic stations as wehrmacht in coh3
mfw every faction gets an abulance
why even have different base structures and placements then? just have every selections in one structure with same unlockable mechanics? isnt it the same thing, waiting to unlock with accumulated resources, so why need players to move around selecting units from structures
mfw brits and USF already do this
how about auto vehicle repairs when you move into any engineers repair range. so you dont have to click to repair especially now we have tank ridings!
mfw repair stations exist
how about auto mine sweeping? just click to unlock sweepers and your engineers will auto spot and auto clear mines at same time!
mfw they already do this in coh2
I'm seeing such a visceral reaction from people about this game when it is really not that bad. People have issues with the cartoony artstyle but not the cartoony arcade gameplay. Newsflash: the game has always been cartoony, just not the graphics.
I find CoH3 to be fun. If you want to take issue with the game, pick something with more substance than: "WTFBI DONT HAVE TO SPAM R ANYMORE ON MY UNITS AT THE BASE??!! RELIC CATERING TO FILTHY CASUALS AS PER USUAL" |
I'm wondering what people will say about the restoration of enemy tanks. People whined about how unfairly abandoned tanks were when you broke through to the enemy and were abandoned there. Now imagine a common situation in CoH when a team makes a big tank attack and dies in the rear. And all these tanks will then return to pump you up. Remember kids - abandoned tanks are RNG and bad. And restored tanks are good.
It's a monkey's paw moment for abandoned tank crit whiners for sure. |
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I like it as it is for the most part. Fuck esports gamers and their incessant whining to balance the fun out of every game they want to make money off competitions for. Axis and allies have a million sidegrades and techs and it feels like the wild west and I'm having fun playing the game again trying to find what works and what doesn't.
I would easily buy this game at release if they keep polishing and improving it. And no, this isn't pre order cope. I don't pre order, I think it's bullshit. I like CoH3, and if you don't, then go ahead and keep playing CoH2 just like the salty, crusty CoH1 vets did for the original. That's your preorgative. |
It's a good feature. 90% of the time you'd reinforce your squads anyway, the times when you need to save the MP to build your tank a bit earlier do exist, but are rather rare.
It reduces stupid and mindless clicking. There is nothing tactical or strategic about spamming the reinforce button. Instead, it frees time for actual micro management and unit positioning.
The most based response in this thread |
Your wish has been granted in COH 3
inb4 thread lock |
Exactly this. Even in the nerfed state, it's better to go for a pak howi. The M1 mortar is solely for those teamgame maps where the MG42 rush is OP. Which is most of them. In 1v1, USF does not need a mortar to counter the MG42 as you are solo playing across the whole map. You ain't trying to assault the beach on Rhine where one MG42 can cover both the VP and the fuel point from a perfect green cover position. You either need pathfinders to see the position and flank appropriately, or you go for a mortar.
Purely by stats, M1 mortar is not that much worse than the OST mortar. A bit lower AOE and 5 less range. Nothing extreme. But OST mortar is in a defensive faction with long range stock infantry. 42 vision pio. And a mega-arc MG42. Everything you can hope for, to dig in.
Not even to mention that apparently a 10 MP discount is sufficient enough to warrant having no special ability.
You know what would be kind of cute? What about sprint, like a timed ability that cancels when in combat? And maybe a reduction in setup time (not teardown, so it can't easily run away from units). I wonder if sprint would even be possible on a mortar. Maybe take an extra 5 range from the mortar in return. A very maneuverable but short ranged mortar seems more thematic. Maybe in an alternate timeline. |
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I mean Vipper is right that the USF mortar is comparable to the others.. On the other hand it quickly loses its place to paks and scotts. Whenever I am *forced* to get a USF mortar, I never feel like: "this is a worthwhile investment". It's more like: "fucking axis building straight MGs, now I have to build this crap and take up my popcap instead of waiting for something useful". |
Thread: Smoke10 Jan 2023, 17:43 PM
Increasing LOS for units does not make intuitive sense. Delaying the information by a few seconds would make sense, but is maybe not obvious for all players.
I think it would make some sense. Give it a lighter grey than the FOW, but still not full color like revealed FOW. But if I'm understanding you correctly, it would be like some kind of "delay", as in the units you see are where they were a few seconds ago or something?
That would be cute, like the airplane pilot is relaying what they saw in the air to the units on the ground. Would be a bit of a mindfuck and I would imagine it would require some extra calculations or something but possible to do I would assume. |
Eh, really?
Removing the fuel penalty just gives the callins a "sit tight and hold" doctrine, meaning the already cancerous turtling problem will get worse since the player would have no need to continually push into fuel/muni since he can just hold and wait for big boom vehicle.
Idk just my 0.02$ on why I am "against" callins in general as portrayed here.
There's a difference between "free" (old Tiger Ace) and not costing fuel. Also, high manpower costs for callins is a much bigger tradeoff than you think. LeFH and ML-20 used to cost so much manpower that they were rarely built, so they had their manpower cost lowered and given a fuel cost to compensate.
As long as the battlegroup call ins don't enable "save up all my fuel for a non doctrinal super/heavy tank I get in my tier 4 building" gameplay (seemingly not applicable for DAK because they are SUPPOSEDLY the light vehicle focused faction). Then I think it would allow more aggressive vehicle gameplay while making the player less able to field a large infantry force that can support itself. Which means that their reliance on vehicles is a weakness that can be exploited.
Maybe I'm wrong though. |