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So much crafting? Dwarf Fortress?
The only thing more fun than winning is losing.
(Never played it, opened it once, realized I had no idea what I was looking at, never bothered to figure out yet) |
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Howitzers are bad because they can be countered by off maps too easily.
Personally, I think that could be fine since we definitely don't want them to be too hard to take out and turn the game into an artyoff, but there should be changes to them in compensation of that.
E.g. Cost reduced, vet removed (because they're balanced around expecting to get rekt by off-maps), builds faster, gun is harder to destroy so off-maps won't totally remove the investment in a howitzer as easily. |
Actually this system is in place, and Relic through their impressive game design have implemented this mechanic on the player when they lose units.
They probably just went to WW2 and thought "Well it's kinda silly to have the infantry units just run away really soon after a machine-gun shoots at them, isn't it?" and then decided to make the suppression system heavily penalize squads but give some benefit to it with the RA bonus against them.
And then they probably realized it'd be the worst thing ever if suppressed units can only recover it from with the suppressor disappearing and added retreating.
Of course, they could have had both! |
Btw, you don't seem to know how mines actually work irl.
What? Next you'll be telling me infiltration teams don't actually sit in house basements to pop out and shrek weapon teams just outside that started firing or toss AT grenades at tanks that walk by.
Thank Duffy that Teller, TM-35s and like don't just one-shot tanks most of the time, though part of me would definitely rather enjoy the gameplay of antipersonnel mines usually leaving the casualties alive screaming in delightful agony for their own side to potentially hope to recover. I don't miss zombie squads, but I do miss medics near the shooting. |
Fun and exciting when you are playing as Soviets. Incredibly tedious when playing as Ostheer.
Hey now
It's also fun for UKF and OKW when they get it |
You are wrong about vCoH.
The US .30 M1919 has rather slow RoF and low suppression but deals more damage compared to Mg42, but they are cheaper. PE has no infantry MG but they have mobile MG HT 250/2. Commonwealth only has doctrinal Commando MG but they can build MG nest to suit their rather defensive early game.
MGs in vCoH are very different
Technically, it was an M1917 Browning. |
The difference was in vcoh hitting mines was bad because they could spoil flanks enabling a counter push, or maybe kill a 120mp pioneer...they weren't catastrophic. You could flank with 4 rifles, all of them hit mines and retreat, and you would still be better off than losing a Obers because you hit one mine.
Indeed. One squad wipe to a full health squad from this manner is unacceptable, uncommon as it is (though from "when the stars align").
Remember when people expressed they weren't fond of guaranteed squad wipes from demos, which are nearly three times the price? Getting one with luck at a fraction of the cost ain't dissimilar. |
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.
Even though this is a problem I still think coh2 UI is better than coh1 one, just becouse of how unit lists work now. Whoever thought that its ok to force coh1 players to click in order to show the list and then click again to select a unit was brain dead. I mean, ofc you can use control groups but still what we have now is so much better.
I really do think if CoH2 was released just as CoH1 but with that UI feature...I would have still bought it. In spite of all of our complaints of CoH2, that feature is a godsend. |