It's interesting to me to see people not being happy about the auto reinforce/vault QoL but do not adress the Tactmap QoL changes.
The tactmap now lets you repair vehicles, retreat out of buildings and set up support weapons. Something I really like, but feels more like "dumbing" down the game for me compared to the no brainers like vault/reinforce.
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Post History of Looney
Thread: Auto reinforce 23 Jan 2023, 14:09 PM
In: COH3 Central |
Thread: I'm sad17 Jan 2023, 11:54 AM
multiplayer test is over Same Release can't come soon enough for me. In: COH3 Central |
Thread: Auto reinforce 14 Jan 2023, 09:57 AM
Yes but gaming is about user involvement, user inputs. All those what ifs are… what ifs. Again, there’s a difference between necessary choices and unnecessary clicks. Look at the coh2 improvements over coh1 that people were worried over. Being able to reinforce multiple squads at the same time. Having prioritize vehicle. A reverse button. All those things were being critized but are now standard practices that are fun and player friendly in the end. With these changes February can’t come soon enough for me lol. In: COH3 Central |
Thread: Auto reinforce 13 Jan 2023, 20:40 PM
I'm loving the QoL improvements. I feel like it benefits every player. There's a difference between macroskill and features that are old and in need of an update. People who forget squads in base get punished enough, don't need to double the punishment and make them wait again on completing reinforcements like in coh2. It feels more modern/updated now. Just like vaulting, why keep it a slog like it is now? Missclicking the vaultable object or getting stuck behind something is annoying and unnecessary in this day and age. In: COH3 Central |
Thread: nerf the fking pathfinder and Howitzer12 Dec 2022, 15:04 PM
I don’t think winrate has anything to do with how viable a faction is. In every multiplayer game the most used faction/character is usually the strongest and/or easiest to play. People like to win, and thus flock to the strongest and most forgiving thing. And unsurprisingly the top 3 most played factions are Sov, OKW and Werh. Brits/USF being lesser played factions is not without reason. In: COH2 Balance |
Thread: Why does Overwatch(commander) exist?6 Dec 2022, 18:06 PM
Yeah the officer build times feel really slow. USF got one of the most awkward timings compared to the other factions. Teching just feels more fluid whenever I play another faction. I guess it's not without reason that the team changed it to 0 cp. In: COH2 Balance |
Thread: Why does Overwatch(commander) exist?6 Dec 2022, 17:53 PM
What I mean is with the current damage (ambush) they do feel like elite infantry, thus making them 2CP would be a better solution imo. Only being able to build fewer of them sounds great! Every other faction works the same, you get 3-4 mainlines, an elite unit on top and/or replace wiped mainlines with more elite units. So no, OKW would not only get 1 per game thanks to that change. And I didn't mean the selling point is exclusively dmg for JLI/paths. Compared to Obers/Falls JLI have much more utility in the shape of Flares, Sprint, Booby traps, Salvage and Field first aid. I don't think the solution would be the timed ability. Not sure how it would exactly work but it sounds like it would just add unnecessary micro. Better to keep the units intact and change the timing. In: COH2 Balance |
Thread: Why does Overwatch(commander) exist?5 Dec 2022, 16:37 PM
I feel the passion in your post It's honestly sometimes frustrating to play USF rifles and when you play paths the vision makes USF a lot more viable. I feel like in the current game, vision wins games. In: COH2 Balance |
Thread: Why does Overwatch(commander) exist?5 Dec 2022, 16:33 PM
Yes, you're talking about changing their roles right? I feel like paths are a great unit for 1 CP. 2 rifles into an officer into Path is a valid build. But imo JLI function more like "elite" units thanks to the ambush skill and therefore I think 2cp is a much more reasonable timing for them. Meaning apart from their timing, I think both units crit ability is fine. People need a reason to build JLI/paths and the crit is a big part of that. I would suggest to change the timing, so they're not working as "mainlines" anymore. But again, why would 2cp JLI not work exactly? In: COH2 Balance |
Thread: Why does Overwatch(commander) exist?5 Dec 2022, 13:31 PM
I mean Pathfinders are definitly support units, thus 1 CP would be nice. I guess the reasoning was that the balance team wanted to give a second mainline starter option to USF. Sadly Cav Rifles couldn't be 0 CP, cause of reasons of course. USF's other mainline is not cost effective with the current mappool. But how are JLI support units? Thanks to their ambush ability and RA they for sure feel like elite infantry. The JLI werh variant for example, is 2 CP and it works. Could you explain to me why the 2CP JLI did not work for OKW? In: COH2 Balance |
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