AoE attacks are effective against blobs, for example mortars and grenade abilities. One thing I find suprisingly deadly is to just run them over with a tank rush, it's not uncommon to wipe 2-3 squads if the blob is in a tight spot, a narrow street or pressed against a hedge for example. |
Yea man, CoH2 definitely tries to be fun and open to the casual player. But isn't that where they go wrong? Someone buying an RTS game expecting Call of Duty?
I'm not saying you have to be a genius to play RTS but it is demanding at times.
It's a cliché but "easy to learn, hard to master" is what turned me on to the OG CoH. The first thing you notice is the nice details, the destructable envirnment, the fun micro tactics (cover system and such) and nice presentation especially the voice recordings.
What makes you stay is the flora of tactics that can be used and, even if I shudder at the words, how every battle tells a story. Also you'll never master the micro, it's like the speed of light, you can get close but you'll never be perfect. |
Uh-huh, no unit should be expendable, not even the kubel or the scout car they should all scale in some way.
The kubel could get a special mine ability or defensive aura like the support tank when all trucks are setup. CoH is at it's best when you play a 1v1 or 2v2 chess game and every unit is vital to success. It's really boring when you just spam tigers or jacksons in 4v4 and throw them at each other.
Micro and tactics is what makes the game fun and different. |
Manpower is already decreased due upkeep.
Ammo reduction would certainly criple a few commanders and buildups.
Fuel reduction i can't see the point in. Either you float, or you don't. Your suggested 33% after 300 fuel won't have any impact on that in my opinion.
The point is to cap the lead it is possible to have over your opponent. If you continuously bleed him whilst taking littel losses yourself you end up with a large float due to popcap. that means that you can start sacrificing units because they are easily replaced and also the other guy is punished just for being behind since losses are no big deal to you.
If anyone can get back on equal terms with a successful ambush or well-executed fight it'll make the game much more fun and also discourage people surrendering/quitting after 15-25 minutes due to losses they can't rebound from.
The game shouldn't be decided by if you lose a single tank or a few squads early game. |
Great idea, though I'd like to suggest that decreased resource gain should only happen once certain resource milestones are reached. Not just from the get go the more you have the lower the rate.
I'd say past 800 manpower, 400 munitions, and 300 fuel float should maybe a 33% decreased income rate be applied. Its then removed after your resource pool drops below that.
This could help reduce spam of abilities and units and improve chances of a losing player. This isn't really gimping a player who has worked hard to push hard and hold more territory, but rather slightly prevent a player who has held the majority of the map from just throwing away units units and call in strikes simply because he can stockpile resources to a large extent.
Right, not sure if munitions should be capped at all though, saving for artillery support is a legit tactic in my opinion and some of those cost 200 muni+.
Another thing I've been thinking about is that unit preservation should be more important, maybe make reinforcment even cheaper and give all units 4-5vet plus special upgrades that are unlocked only when vetted.
No unit should have only one upgrade available anyway then they might as well just increase manpower cost and give fusiliers G43s right off the bat. If they had to pick between G43s and say extra bodyarmor it would be more interesting. |
Thanks, my goal with that idea is to make the game much more tactically important than base building important.
Allies are disadvantaged because the game is kind of a tank race which Axis can win if they just get enough line of sight for their guns.
Axis are disadvantaged because they are almost always outnumbered by infantry early game, so they tech up to have 100% advantage with tanks like Ostwind or Luchs.
Furthermore, D-Day proved infantry in open spaces do not get pinned 100% of the time. Time to up the lethality of MG guns and lower suppression for open ground, but keep suppression and lethality the same for units in cover.
I think MG's will be better than way.
Yes, I realize CoH is sort of an arcady game and realism is obviously out the door. However the game really needs to be more punishing (but not crippling) to non-tactical gamestyles like blobbing and more rewarding for innovative strategies.
Something I'm missing from the OG CoH is a way to get back in the game even if you're set back, low fuel income early game shouldn't be a death sentence nor should massive sudden losses from something like a well placed artillery strike make you surrender. Perhaps decreased resource income the higher you float so you can't replace losses instantly when you've been popcapped for a while. |
redesign cover. All open ground is now red cover and you receive bonus dmg and suppression. New system any units that are not vehicles suffer shared bonus dmg from small arms fire.
often volks, rifles, or guards will have a unit or 2 soaking up dmg while the rest pop back if they're charging as a group.
the idea is if a bullet misses, it will hit the guy behind you or next to you.
Good idea actually, but could lead to a lot of annoying infantry wipes. |
That already exists as a relic made mod. http://steamcommunity.com/sharedfiles/filedetails/?id=333692191
Nice it should be looked at, could be fun if automatch allowed different game modes. |
What do you guys think about more game modes for automatch?
For example a mode where you only get a fixed number of resources and had to preserve your units. |
Actual upgrades for your units that cost MP and Fuel so you can make a better army instead of just a bigger one.
Nice, upgrades like larger squad sizes, heavier armor and better weapons could cost extra popcap. |