Got stiffed, oh well... Hopefully they do this in waves like they did with WFA. |
Units that make sense. Coh1 commandos wore Paras maroon beret.. NOT commandos green beret. Commandos with Sten guns and grenades, British assault troops. |
Truck pushing was BS and everyone knows it, I still don't see why it's still being debated. This problem was in the WFA alpha and Relic came out and said using trucks to push units/crush was not the intended use of the vehicle. First off the whole tactic was shady shit to begin with, if you were a fair player you didn't do it. Second, it looked ridiculous when these trucks were just rolling up and trying to run your guys over. Good riddance it isn't in game anymore. |
Just a heads up guys, Relic has come out and said this is not real according to their Company of Heroes facebook page. The friend referral system was something they had thought about but was not implemented and they are looking at applications to see if you get in or not. |
No, six Tortoises (that of course were never actually used) were made the end of the war and only one was ever tested. So it's slightly less silly than the Maus.
No, Maus had two hulls and one turret completely by the end of the war, so there was just one prototype and one hull.
But yeah fuck no keep those things out, there are limits even in this game.
Do you think Relic will go as far to put prototypes in the game? |
UPDATE:
Links no longer work.
I am saddened by this, as it begins to question if the invite for spot system does indeed exist.
Cynthia said on the official forums that everyone has the same chance to get in, and being in past alphas/betas doesn't hurt chances either. To be honest I can see people that signed up the first day having better chances then those who signed up at the last minute a few hours ago. |
Well my problem with the defensive structures in game is that some defensive structures are a little more futile than in COH 1. For instance building a trench was somewhat silly in COH1 but is definetly stupid in COH2. I watched some high level game where a top player (can't remember the name) made a citadel with wire, tank traps and trenches in the middle of Minsk map but that was far from necessity, it was just for fun and probably to change the playstyle. Building wire, tank traps, etc. takes so much time that it should actualy mean something and be a valid strategy. In addition, when it comes to capping, in COH2 every resource point matters.
Many high level players are wiring in startgame some objects that provide green cover for the enemy. Fact is that the enemy can come from a different direction and the wire you just build can prevent you from seeking green cover. That is why I think in most of the situations this wiring business means only losing time.
Defensive structures as bunkers or fighting positions are useful but they can't be upgraded to create new units. Maybe is just me, but I really miss the medical bunkers COH1 style.
All in all I don't think a defensive style can help you reach a higher level. It's just meh. And sorry, but british defensive style in COH1 was quite interesting, on many maps to properly lock an area you needed brains.
I think they should have something that makes defenses build quicker, like a munition upgrade or doctrine passive ability on CE, RE, and the pioneers. The tank trap ability on the two defensive commanders for Soviet and Wehr should come with something that lowers the time to build tank traps, barb wire, etc. For US make it a munition upgrade for RE like obstacles kit, OKW if I'm not mistaken have a bulletin that increases the speed at which sturmpioneers build defenses. (10% or something like that) |
This can't be real especially with the "sign friends up and cut in line". If it is going by when you signed up I'm probably up there since I signed up like 2 hours after the alpha was announced. |
My theory of defense is that it is useful in some situations, and on some maps. The problem with defensive play style is people think it is too "campy." Sometimes I like to go cap the points, set some defenses about to make it harder to recapture, then split my forces between a point holding force and then a reserve group to fill in gaps especially in team games. |
The ethos of a good defensive oriented commander should not only be about producing a superior defensive position, but also adding something that would force the enemy to attack that defensive position, like artillery of some kind.
For Soviets. Repeal the god awful community commander and replace it with something...anything. Here is my take:
Reinforced Defenses: Lets infantry construct a reinforced sandbag wall with much more hp, with a built-in wall of razor wire on one side to prevent the enemy from using the cover. Takes longer to build than regular sandbags. Also let's CE's build tank traps.
Guards Rifle Infantry: No explanation needed
Heavy Anti-Tank Mines: Allows CE's to build anti-tank mines triggered by vehicles only, with a high probability of immobilize (Just copy/paste the riegel 43 mine from ostheer)
100mm field gun M1944 (BS-3): Allows for the call-in of a powerful 100mm field gun to the field, a major threat to even the heaviest of armor.
Katyusha BM-31-12 rocket launcher: An up-gunned variant of our beloved/hated BM-13-16 Katyusha, this truck carries 12 300mm rockets instead of the 16 132mm the baseline katy carries. I like the idea of Katyusha with heavier rockets, would actually be dangerous to tanks. |