Obers are fine but they reinforce so damn slow, keeping them off the field for too long. Now that they were nerfed like 2 years ago they don't really need this to hold them back.
I love the mechanics and especially the infantry engagements in the game.
They cut out all the bullshit in other RTS like resource gathering and microing a hundred units in a blob. The game is stripped down to intensely microing a few, key units in quick engagements instead of being a test of who can command people to chop down wood the fastest. CoH is more focused on making fewer, smarter choices than your opponent.
Also really like the setting; sci-fi and fantasy are gross.
I may bitch about CoH2 and Relic a lot but that's because i still see where the game can improve and be even better.
For me this veterancy system as is was always stupid.
Most squads only get recieved acc. bonus on one side and other side get acc bonus, solving nothing except vet3 squads being superior to vet0.
In my opinion each veterancy level should add a bit bonus to unit on its specialisation and some ability (passive or active) or new weapon unlock.
I think it would be really interesting to have weapon upgrades tied to vet.
Imagine that your volks squad can chose to get 5 Mp-40´s (vcoh) at vet1, at vet 3 to get 2G43 (one sniper) and at level 5 to get double shrecks or lmg42 and double panzebusche (this is just an idea).
By having weapons tied to vet, player will be able to chose if he go rather weaker upgrade early on, changing early game power for lategame power or he will wait for his squads to vet in order to get great lategame bonuses.
Also even sooner upgrades will have to get edge over best ones in certain situation allowing player who lose vet squds to come back and also they should get ridikulus amound of veterancy fighting these vetted squads.
Or then giving squads abilities tied to tech will make things more interesting. Vetted squads will beat non-vetted, but not by such a margin like right now, allowing unvetted to beat them under some circumstances while giving vetted squads edge via abilities.
Imagine volks getting some nade at vet2, normal grenade at vet 4 (vet 3 is passive healing) and at vet5 free panzerfuast, promoting player for playing high risk-high reward strategy with them (risking vetted squads that is better than normal, having interesting abilities to tank fire while getting reward in form of munnition, because faust will be free)
"Eugen’s desire is to skew towards historical accuracy over what they referred to as the contrived, 'rock-paper-scissors' balancing of other RTSes."
Finally a studio with a brain is making a WW2 RTS. Wargame Red Dragon is already the best RTS/RTT as of the past 10 years and now these champs are making a WW2 game. And the studio is french so expect the Brits to be properly portrayed (ie trash). No more fireflies and jacksons auto-penning King Tigers.
I would like to know how this Doctrine can be used properly in order to have some nice combinations with the overwhelming power by combining Flamethrowers and strong infantry.
Thanks.
It's only practical on a few maps like Semoskiy or La Gleiz. 2x Sturm opening and get flames on first, sweeper on the second. Ignore the hetzer because it's trash and play a normal game. Need to rely on being super aggressive early game to make up for the fact that you have nothing useful.
There really is no good pro strat for this doctrine, it doesn't offer enough useful things to play any differently.