i'd like to see them branch out with different modes, especially if they move towards a late cold war / ww3 setting. tanks should be absolutely lethal to infantry. infantry should be significantly more lethal as well. you could do some interesting things to create faction difference... especially if you had US vs RU vs China.
by different modes, i mean a mechanized/armor mode with larger maps and a focus on vehicle play, or an urban mode where vehicles are limited and infantry play is central.
building clearing should also play a role. garrisons are not invulnerable in real life, and so it should be possible for a squad to enter a building and attempt to clear it (most likely at high cost, but the matchup of weaponry could determine the outcome).
in the end, a modern setting would be significantly less forgiving than coh2. a realistic setting would have huge RNG costs and be very frustrating, but less emphasis should be placed on squad preservation, since engagements would begin and end much faster. it'll probably be more about positioning, combined arms, and reconnaissance.
on-the-map howitzers need to go away. they're completely ridiculous and unrealistic.
commanders or doctrines should provide more flexibility to the armies. it shouldn't be possible to play just the base faction; the base would only provide a few units and doctrine choice would provide significantly more in terms available units (and less silly abilities).
Profile of skyshark
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Post History of skyshark
Thread: Company of Heroes III - Your expectations25 Aug 2016, 11:14 AM
In: COH2 Gameplay |
Thread: Fix for Blobbing / Rifle Terminators21 Aug 2016, 21:16 PM
This is a great point and something I didn't think about. Otherwise, I'm ok with static units having an advantage. Late game there's usually a lot of yellow cover around from craters. I'd just prefer to see players punished for charging over open ground when bounding from cover to cover is possible but takes more micro. I think the biggest thing preventing this from being effective is that it'd drastically change the infantry game and slow it down... And relic is pretty much done with big changes at this point. In: COH2 Balance |
Thread: Fix for Blobbing / Rifle Terminators21 Aug 2016, 05:56 AM
thanks for hijacking the thread, australian magic. super cool of you. no one cares that you think FRPs are cancer. you've posted that in pretty much every other thread for the last month. In: COH2 Balance |
Thread: Fix for Blobbing / Rifle Terminators20 Aug 2016, 04:35 AM
The guards penals blobs are just as irritating... And again, it's because vetted infantry can move over open ground and take way less damage than they should. You make the ra buff reliant on cover and blobbing will suddenly become horrendously expensive, especially in the late game when manpower is at a premium. In: COH2 Balance |
Thread: Fix for Blobbing / Rifle Terminators19 Aug 2016, 16:04 PM
yeah, AGs would suffer, but it'd encourage the use of CQB units in a shock or flanking role, rather than en masse. i personally think AGs should receive a slight buff... maybe with increased accuracy or ROF in veterancy? i feel like they shouldn't consistently lose to REs. panzer grens would probably be the most indirectly nerfed by this, since they rely on being able to close the distance without dropping too many models. In: COH2 Balance |
Thread: AB, is it viable?19 Aug 2016, 16:03 PM
i didn't think AB was a viable commander until a squad of paras with 1919s walked up and cleared my mg42. late game they're absolutely vicious... durable and cheap to reinforce. i think the t1 approach supplemented with airdropped AT guns (or LT-CPT if you have good fuel control) can work. the rifles-volks game is always heavily map and RNG dependent, but paras should provide an advantage as long as you don't get shoved off the map early. |
Thread: Fix for Blobbing / Rifle Terminators19 Aug 2016, 15:55 PM
Before anyone loses their damn mind, take a look at my (shitty) playercard and realize that, though I'm not great, I play every faction. People have been whining about grenadiers being weak, rifles and tommies being able to double-equip, etc. I noticed something the other day while watching volks with 5 vet stand in the open against tommies with double brens and still not drop models. What if received accuracy vet bonuses were only applied in cover? Think about it... veteran infantry get reduced accuracy bonuses because (at least within the game's narrative context) they know when to duck or make best use of cover. Limiting the RA buff to cover for all infantry would encourage tactical play and prevent blobs from running at MGs because without cover the squads would still drop models as if they had no vet. This meets a realism check too, since no matter how amazing you are, dodging bullets while running over open ground is pretty much impossible. Tell me why I'm wrong and this is stupid. In: COH2 Balance |
Thread: Ban Barton & Price For Harassing Shadowwada18 Aug 2016, 14:24 PM
i still can't figure out if this thread is a joke. i don't like barton, but you can't do stuff like this and expect him to stop poking at you, man. and no offense, but every time i read one of your posts you definitely project a self-important persona that no one really likes. your ability to play the game has little effect on this. let it roll. they can harass you all they want, but if you don't react to it, it'll stop. posting stuff like this is just adding fuel to the fire. there are assholes everywhere. don't let it get to you. In: Lobby |
Thread: the problem with USF mortar17 Aug 2016, 04:52 AM
i'm not complaining at all. i'm sick of people whining about balance, when most of their complaints are a L2P issue. and before you call me an allied fanboy, check my playercard. i'm not the best, but i actually have a ton of games as OH and OKW. so get bent. if i had my druthers, i'd modify USF mortar to be more in line with mirage's suggestions... but again, i'm not worried about it right now. In: COH2 Balance |
Thread: way to separate USF disembark & reinforce ?16 Aug 2016, 15:42 PM
i have "classic hotkeys" off = gridkeys on you're using gridkeys. i'd stay there. i started with classic and grid makes way more sense once you make the transition. i don't know how to mod it to change the keys, but i know there is a way to do it. if you double click an infantry unit, it'll select all like units on the screen. if you don't use control groups, i'd start, since that might help you maintain control of your main units (and obviously allow you to reinforce when they're off-screen). In: Lobby |
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