This is why I love Pinskmarshes. The rain and lightning is so cool!
+1.
Also, I loved that fact that PE grens had ambient comments based on being rained on. I'd very much like to see rain make a return, although it does presumably impose workload on the system. |
I think anyone considering historical arguments should consider that CoH1 was created on the back of the success of Saving Private Ryan. It's inspired by MOVIES, not history, and that goes a long way to explaining some of the unit choices. If you watch the old 60's WW2 movies, many of the inspirations seem clear - such as the prominence of the Greyhound, which appeared in The Bridge At Remagen, or the British commandos from A Bridge Too Far, so on and so forth.
If I'm not mistaken, even some of the unit responses were lifted directly from movies, specifically the "Pour it on 'em!" that the jeeps used to say when given an attack order. |
Actually, doctrinal Rangers wouldn't necessarily need to have a specific role, or even be particularly distinct from Paras to work. Paras are only going to appear in Airborne commanders, associated with other airborne-related commander abilities. As things stand, this means no non-airborne commander can reasonably include call-in infantry, but any new infantry unit like Rangers could be included in a multitude of commanders, just as Soviets have multiple commanders using shocks and guards.
Given the availability of the lmg/zook rack, as pointed out above, a notional Ranger unit could just be plain tougher - more HP, some received accuracy reduction, that sort of thing perhaps. |
I think the blizzards were one of the best things that CoH2 brought in, and I'm deeply disappointed that they are not a part of the tournament scene.
People say that they slow down gameplay, but this is only really true for certain meanings of gameplay. Because what players should be doing is using the blizzard for one of two things: staging surprise assaults on the enemy, and reorganising their forces.
Blizzards don;t last very long, but it's enough time for players to take some stock of the situation, to let their manpower reserves to recover, to bring on units to fill a gap in their force composition. Both sides get to take a bit of a breather and prepare themselves to resume the battle. And yet in all of this lies the danger that while you are reorganising, your opponent is deviously pulling together an armoured column with motorised infantry to launch a surprise assault.
On top of this, of course blizards affect the utility of different commanders differently. Look at all the issues around CAS, and yet players could have actually what the Germans actually did in the Ardennes, and make a point of playing on maps with blizzards precisely to frustrate the power of CAS.
It is quite true to say that realism itself is not the goal; but blizzards offered an opportunity to make CoH2 something really different, to bring in an element that required deeper thinking.
I support blizzards wholeheartedly. There is not one part of them, or indeed ambient deep snow, with which I have any issues. Go blizzards! |
Either Calliope or Pershing make perfect sense as late game, high CP, doctrinal finisher units. That's perfectly feasible, and not quite the same thing as arguing that the USF are broken without them.
There are other units from CoH1 that are conspicuous by their absence - the Marder, Funkwagen, Goliaths, Rangers, off the top of my head, and other elements that could conceivably be introduced, like the veteran sergeant, base sector heal, etc etc.
Any of these might be seen in expansions, and if Relic's model is to drip-feed units via commanders in the future, that's a perfectly reasonable approach. and good for us, because anticipation of future sales motivates them to continue active support. |
Stuka-zu-fuss can wipe MG's and mortars, and while I don't know precisely what effect it would have on an Su-76, I imaging the Su will be feeling rather sorry for itself.
Mortar smoke can shut down both the MG's and the Su-76, opening the line up for a rush. Luftfwaffe smoke, same.
Wehr/Ost vet 1 mortar has counter-battery option. |
Exactly. It could be a bluff. Bulletins are not game changing enough that you absolutely have to take advantage of them or perish. And so again it's another tradeoff - an advantage for you against giving your opponent more information. |
Goldeneale is correct. This is the same principle as playing any form of poker or blackjack where some of your cards are face up. It allows the other side to make some kind of informed judgement without giving them absolutely reliable information. It works well and is a popular format, so I think Relic made a good decision to do it this way.
ETA: also, in CoH1, it was a common rule of thumb that a doctrine should ideally not be picked until you saw your opponent make a choice. But this meant that the early game was often conducted only with stock units etc. The new design in CoH2 means we see early commander selection much more often, and so the low-CP abilities are more relevant and get more use. But you can still hold off till later if you wish, and so overall there is a broader variety of options and styles. |
KT is the only non-doctrinal heavy, and that it is always available to OKW is clearly an intentional faction feature. Also, as others indicate, it's so slow, especially in terms of turret traverse, that it just isn't a really game-changing unit. It's great as finisher, but it probably won't haul your fat out of the fire if you are already in trouble. |
That was a very strange game. VonIvan seemed to be trying to fight light vehicles with a shocks blob? Maybe it was by way of an experiment, but it seems a curious approach. |