Thread: I'm sad19 Jan 2023, 07:25 AM
Yeah the Guastatori have a sticky satchel charge for whatever reason.... imagine soviet shock troops with that.
Anyways I share the sentiment of this thread... going back to CoH2 after the tech test is really rough and launch can't come soon enough
Shock troops with satchel and flamethrower, what's not to hate......
20 hours of COH3 spoiled COH2 for me, will just play other stuff until release. |
This is an important point to people doing preorders. How confident are you that Relic/Sega will not put this kind of trash into the game? I would be extremely mad if I bought the game just to find, when I downloaded it, there was some garbage like this in it.
But that is not my problem.
I'd be surprised if there wasn't some garbage in it, or if the first DLC didn't have over-the-top commanders. I'll buy it and like it anyway. |
I went for the same strat and made it to 500-0 in under 11 minutes in a 2v2 (will add screenshot later).
All I had to do was to drop pios on the vps and backcap with the kettenkrad, then build two flak 38's and camp for 10 minutes. This deletes any fun or strategy from the game, since there is not much the enemy can do, if one goes hard on this kind of playstyle. There is no comeback from a mistake or early fuk and You get punished even further You decide to tech against this.
In the predecessors you could have games anywhere from 15 to 60 minutes, where You can fuck up and manage to comeback with all kinds of strategy. Deciding a game that early has no appeal and is just boring af, this needs a change imo.
I'm not sure I'd read that much into one game (commenting about the winning strat). There were a lot of trash players this weekend. Sometimes I'd try things that made me one of them. The fact that your opponents didn't have a counter doesn't mean that it will be unstoppable in multiplayer.
I do agree that there isn't a comeback from a mistake. It's going to lead to a lot of early drops and will be terrible for 2v2+ multiplayer. |
For fuck's sake, a game isn't gonna flop because graphics or audio is not fully nailed down. It's the GAMEPLAY that really matters in the end.
CoH2 multiplayer at launch was:
- trash meta
- boring units without weapon profiles and dull veterancy
- laggy af games because no battle servers
- terrible performance esp. snow maps and blizzards
- no ladders
--> 75% of the launch-day playerbase gone in just 3 months
Seriously all the people here who praise and worship CoH2 so much, I just cannot imagine you were here from the beginning since June 2013
COH2 was trash at launch. It froze often on my computer and I'd lose units in multiplayer before getting control back. It was so un-fun that I stopped playing after a month or two and played other things until WFA came out. COH3 feels a lot better.
I looked on Steam and saw that I actually played more like 20 hours of the beta. I'm sure it's going to be addictive to a lot of people.
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Thread: I'm sad17 Jan 2023, 15:18 PM
Do they? I run into them couple of time with my tanks and didn´t see it. I only called them couple of time and didn´t really check.
TBH - I'm not sure. I was microing somewhere else when my Grehound took the damage. All I saw in the area before and after were the Guastatori. I would've like to have been able to save a replay and watch it to verify what happened.
I'd assume that they'll add saving replays to the final game. In COH2, Most of the time when I thought BS happened, it was cleared up by the replay. |
Having played literally hundreds of hour plus slugfests in COH2 4v4's, I wouldn't mind some change. However, one thing that I noticed is that the faster tick rate more-or-less eliminates the comeback mechanic that could make some COH2 games fun. Now, you can have one bad battle, then you're forced to attack when you don't have a decent army because you're losing ticks too fast. It's going to cause a lot of people to quit as soon as they lose a battle, which won't be good for multiplayer gameplay. |
Thread: I'm sad17 Jan 2023, 07:19 AM
I could tell most players thought that axis were OP (longer Axis wait times), but really allies had excellent options for dealing with them even in the lategame. Especially the 76mm shermans from the US.
There were only a few units that seemed OP. The Tiger felt crazy-good when we were just comp-stomping as Axis but when we faced some in a couple games, they didn't make a huge impact.
The Guastatori were a bigger problem. Those felt like playing against flamethrower Penals, except that they also had smoke so not even an MG would slow them down. IIRC, they even have a snare.
I heard some complaining about the Black Prince, but didn't see one in a game. |
I understand where they are coming from, but for me personally I don't like this over-simplification. The little macro management CoH has has now been reduced even further. A sign of a decent player is not only how he manages combat, but also takes care of how fast reinforcements and replenished squads get back on the field. Also there is no reason to ever look at the base again apart from building the few structures a faction has to offer.
Um, you can double click on the structures and it will automatically build the structure at an available location. You don't have to look at the base at all after your first halftrack is out. |
I don't think it will flop. I played about 10 hours of it this weekend without a single bugsplat. I'll take that over better sounds. Considering that most people play single-player, all the customization options in unit composition will probably keep them playing longer than players did with COH2.
The UI could be better arranged, but after playing it long enough I got used to it. COH1's and COH2's were better but it isn't so bad that the game is unplayable.
The tactical map needs to go back to the old size. They shrunk it to where it isn't very helpful. Also, in COH2, rotating the tac map would rotate the normal view without changing the elevation. They changed that for COH3 and I'm not a fan.
The instant, launching s-mines from the Tiger are going to generate a lot of complaints. So far my record is 2 full squads wiped. Call-ins of all types seem strong, but especially the American air call-ins.
I liked the change to the Walking Stuka. It looks better and is more accurate to what it would've been.
I'm not sure I'm a fan of all the ways to get free veterancy. |
You're taking things too literal. Editing also means adding info. You can even literally edit any page on wikipedia, and the review process there is often not competent, so a ton of none sense comes through regularly.
If it was "mass produced" or not is a matter of where you personally draw the line. Objectively, we can say that the project was scrapped early and the that those tanks would not have existed if the company had not overinvested into building chassis during development. Production numbers are far from other standard tanks and tank hunters.
I wouldn't call it mass produced. The Ferdinand was not planned from the beginning, they had those chassis lying around and had something to do with it. The Ferdinand was basically developed after the the base of the tank, it was not a straightforward decision and production process, which would usually be the case for anything you'd call mass produced.
This...
Mass-produced normally also means that someone develops a production line specifically for the item being produced, not utilizing a product of another production line and modifying it on an ad-hoc basis.
Adding heavies to the game is just the WWII version of all of the fantasy RTS's with "heroes" that absorb tons of damage. Fans usually want them and it doesn't necessarily make the RTS worse. |