I call "majority" retards, because instead of adapting to objective, innovative, unique and interesting difficulties in game, they decided to say "we don't want to see CoH 2 as difficult and interesting RTS, we want it simplier and dumber, so, pls, remove it". That is retardism, from my point of view.
I had no problems with blizzards, I never met in game people who had. I don't know where it came from, but it was 100% wrong decision.
It was right decision. I don't know if you knew this, but when Volksgrenadiers were given their Panzerschreck upgrade they were also given a passive where they were IMMUNE to the blizzard.
The only infantry units known to be immune to the blizzard were snipers.
So it is also unfair that one faction's frontline infantry had full reign.
While I was against taking away blizzards. I can understand the reasoning.
Plus, it was niche part of the game. Just like the OKW's resource penalty. |
We tested this for almost 3 months. They tested this for almost 3 months. None of these bugs were present in the preview mod. How on earth do we have this nonsense again?
I think Relic is trolling us. |
So how much of a nerf does the ability apply? Basically a Pershing shoots slower than normal.
PS: Someone correct me if I am wrong. |
I've got an interesting idea.
Why not give the B4 two shells which are slightly powerful than the ML-20 shells? Then at vet three it can get a third shot. At the same time, there is that railway sound, but with somewhat of a similar time to hit the Stuka Dive bomb can do. Possibly higher than the Stuka. At the same time, it takes longer to reload when compared to the regular artillery guns.
As for an extra ability for it, it fires a single supercharged which costs somewhere of 200-250 munitions. The tradeoff is that the cooldown is higher than normal and can only be unlocked at vet 1.
How would this suggestion go? |
With all due respect, they used to be a micro-intensive faction. Meaning, there was plenty of clicking in the beginning of their faction's life.
Besides, they have to pump out riflemen just like how the Soviets have to pump out conscripts. The difference, one has the rate of fire and better firepower than conscripts. Until they unlock an officer, riflemen is the best option the USF got.
Another influence for being strong infantry was that they could die faster than conscripts before their buff to survival. Like, they used to drop like flies. This is the result product of solving such dark times... |
I remember on a map of Langreskya (Sorry for terrible spelling) a stray Panzershreck rocket was supposed to go after a Sherman as the rocket flew across the entire map and destroyed the USF player's ambulance. |
Because:
1. Diversity and assymetry purpouses. I don't think, that it is interesting to just copy Ost/OKW bunkers for USSR. Such way will be more reasonable.
2. That's how USF HMG positions in CoH 1 worked - 200 MP and 15 fuel. And USSR in CoH 2 has a lot of common with USF in CoH 1, so - it would work well here too. And I guess, that fuel bunkers in CoH 1 was made for same assymetry and diversity purpouses.
3. Fuel price instead of ammo can prevent "early bunkerspam", because each bunker will slightly slow your tiering up. And getting to T3 for USSR is pretty important.
No Soviet player is going to spend fifteen fuel on a defensive position which can be easily destroyed by mortars, Panzerschreck, 222s, and Flame Halftracks.
The USSR make up for the lack of defensive positions via merge or Halftracks with upgrade. After all, it is a mobile vehicle that can suppress units on the move. |
Hello man, welcome to this site. I hope you can find some people you can play with and help you out with the game. |
I'm going to cross my fingers on this game. At the moment, I think the third installment might be going downhill from the original and its successor.
However, as a fan of Warhammer 40k, I'l watch from the sidelines to see what else it got in store. |
The game shows some unique potential, like manning the vehicles. Rather than have like a one or two guys working a tank you can get three to four guys manning a tank. I mean the zeppelin can be manned by multiple people and be moved by people. I'm a bit too hopeful for this game, but I have to say that it is improved from the original game. Though some of the attachments are questionable, like an MP18 with bayonet.
I will say this, it may be laying the groundwork for a future title... |