'Balance updates to maps Hamlet and Crossroads by respective community map makers' |
I think it would be nice if you could repair with the unit cards on the top right. Many times it annoys me that you can't and I feel like you should be able to repair without having to click on the unit itself. |
I also think the tactical map could be improved. In my opinion it was much clearer and easier to get an idea of at a glance in vCoH than CoH2's tacmap which can be easily jumbled with too many units overlapping.
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Did you change sound settings? Setting mine to low significantly reduced my load times. Weird, I know. Although this was more than a year ago.
I will try that |
What's the deal with loading times? Mine have been kind of slow recently but I haven't changed any graphics settings. I could put CoH back on my SSD but there's not much room left on there. |
This stood out to me the most:
FRP can't be removed from only one team at a time; it'll wreck the balance, especially in mixed teams, by an insane amount. You can't have the game in a state where only one side is actually hurt by retreating.
I agree FRP needs to go, but it needs to go from ALL factions at the SAME TIME.
That was obviously part of the idea, should have mentioned that. Also some of the units should get buffs like raketen, flak ht etc.
And what is the reason for tier that isn't supposed to have AT to have puma in it?
Volkshrecks give everyone in range cancer, but all these "army rework" threads give even bigger one.
Read the last sentence
What OKW needs is side teching.
You need to make choices if you want fast Luchs or schrecks and nades.
Just like USF SU or Brits.
Schrecks, nades, flak gun need this side cost.
I guess we can live with free healing and repairs tho.
If it was up to you OKW would have choice between sticks and stones. |
There is so much no in this its amazing....what in the world are you smoking.
Care to explain |
I wrote before that the big box in the middle of bottom section of UI should show something than outdated description, possibly unit stats. But then I came to conclusion that static stats are not important during the match, rather between matches so it would be better to include them in in-game encyclopedia.
But what about that annoying box? I suggest it should contain dynamic stats. What I mean under that term is:
1. Damage delt and taken by the unit through whole match.
2. Hp as a number, instead of health bar.
3. Modifiers that are active at the moment, multiplied together and shown in green for positive and red for negative. For example if you have a unit that gets +20% acc at vet 2, +5% acc bulletin for that unit and aura that adds additional 10% of acc then the number visible in UI should be green acc 138.6%.
This should be done for every stat that is being modified at the moment, so the number should change once you are out of aura.
4. Muni counter, showing how many muni all abilities and upgrades of this unit costed through a match.
5. Possibly time counter, how long the unit was on the field.
And specifically for infantry:
1. Mp counter incremented by reinforcement cost every time model is reinforced.
2. A panel showing hp, as a number, of every member of the squad, and weapon the soldier is equipped with (the fact we have to zoom in in order to check if this is double bar or bar+zook squad is ridiculous).
Disclaimer: it is not aimed of micromanaging squads like in MoW, its just a set of stats and counters that already are part of gameplay decision making but we have to keep them in our heads which is pretty annoying especially, since they change it often.
It is also important to note that such feature should use same stat tables as units in game to show stats of current compilation and situation on the map, instead of additional data, like current units and veterancy descriptions, cousing desync between what is told to a player and what is actually in effect.
Yeah, I know it will never get implemented, but it would be cool if they did it, wouldnt it?
I think this changes the focus of the game too much and you would be too busy looking at numbers rather than managing your units on the field. I'd rather have less on the UI than more to look at.
I also agree very much with the points made by other posters that vCoH's alerts were much more noticeable and useful and that engine damage types and other vehicle crits can be confusing in CoH2. |
Command Headquarters
Starting Unit: Volksgrenadiers
Volksgrenadiers - Remove Panzerschrek, add Panzerfaust and buff weapon damage, accuracy etc. They should be able to at least stand up to Riflemen long range 1v1. Switch Feuerstorm Flammenwerfer to Volks. Incendiary grenade will remain as key anti garrison capability. However instead of unlocking with T2/T3, it will be a HQ upgrade, cost around 80-100 MP 10-15 Fuel. Panzerfaust may be have to be unlocked as well.
Kubelwagen - Bring back the suppression ability as well as the 5 fuel cost. Maybe for a munitions cost upgrade it can detect mines and capture territory but the MG is removed.
Raketenwerfer 43 Anti-Tank Rocket Launcher
sWS Supply Half Track
The only issue I'm seeing here is that there is no repair for the Kubel, but I'm sure something could be implemented to fix that (maybe it can self repair at HQ etc...)
Battlegroup Headquarters
Remove Forward Retreat Ability
Fuel Cost: 30
Sturmpioneer Squad - They can be buffed at least in HP since they are not a starting unit. Their damage output is fine but in this position they should be more durable.
7.5cm le.IG ISG
Sdkfz 251/17 Flak Half-Track
Sdkfz 234 'Puma' Heavy Armored Car - Increase fuel cost to compensate for earlier tier.
Mechanized Regiment Headquarters
Panzerjaegar Squad - New unit, they are more like Panzergrenadiers from the Wehrmacht. 4 man squad that comes equipped with one panzerschrek and can be upgraded with another for extra munitions cost. They could have some extra abilities like sprint, AT nade (not snare, just damage) teller mines, but might not be necessary.
Panzer II Ausf. L 'Luchs' Light Tank
Sdkfz 251/20 Half-Track w Infrared Searchlight
SdKfz 251 "Stuka zu Fuß" Half-Track
Schwerer Panzer Headquarters
Obersoldaten
Jagdpanzer IV/70 (V)
Panzer IV Ausf. J Medium Tank - This unit still feels a little out of place, maybe a Panzer IV short barrel for better anti-infantry capability would be more appropriate.
Panther PzKpfw V Medium Tank
Some tier placement of certain units might need tweaking such as Puma, Stuka etc but the general idea is there. |
The problem with bottom part of coh2 UI is the big box in the middle that takes over half of it and gives no usefull information, just outdated unit description. This should be removed or contain units stats in current compilation in readable form.
This, it's just so blatantly unnecessary. |