I'm fine with this.
More modding support is good.
MORE.
MORE. |
I don't think the game engine is capable of that.
The worst and most prevalent excuse Relic uses to deflect the most important and rational changes or additions to this game. It's dishonorable, and probably a half truth. |
Agreed with OP.
Never liked the power of light vehicles in general, mostly because am OST fanboi
It's not fun to play against as OST, since it, besides double 222, requires the opponent to make a severe mistake.
Fun to play with, though.
Elegant solution is to make Panzer III to counter light vehicles, in T2 structure and unlocked with BP2, cheap fuel wise (so it comes out juuuust a little bit after the other light vehicles, all in all). |
It's nice that OKW are getting some form of infantry-based AT back, but the Sturmpioneer doesn't seem like a good option choice since they will now be overburdened with too much utility. Sturmpioneers already are close combat infantry, repairers, salvagers, mine sweepers, can plant mines and lay barbed wire and fortifications. Throw in Panzershreks on top of that and it's too much for a single squad. I assume it's going to be a single Panzershrek, which isn't enough to really achieve much. The single Panzer Shrek worked (And then was a problem) on Volks because you would get 3-4 of them and were easily spammable until critical mass because Volks are cheap, durable 5 man squads, whilst Shreks wasn't much of a damage nerf against infantry because of how often they would wipe a model. (which is now nerfed)
Giving Sturmpioneers a single Shrek is going to be underwhelming, they're an expensive and fragile squad for a single Shrek, dealing with Light vehicles in the mid game isn't neccesarily a problem because of Panzerfausts on Volks for the snare combined and the buffed Raketen is strong, (maybe just needs more durable crew), just like Wehrmacht deal with light vehicles with Grenadier Fausts and Paks. Then a single shrek on Sturmpioners won't have enough firepower for the cost and durability to scale into late game against tank destroyers and medium tanks. Alternatively, giving Sturmpioneers double shreks would probably be too potent for a 300mp squad with all that utility.
I think a much better implementation would be to give Obersoldaten the option to upgrade to Double Shreks instead of the LMG. They are expensive 4 man squads, that would lack anti infantry with no LMG and only 2 rifles, so they're certainly not going to be over powered, just like Panzer Grenadiers, but it'll give OKW a mobile and yet potent Infantry Based AT to deal with the newly buffed Allied Tank Destroyers, which is where OKW can suffer from without Shreks. It could even be a good idea to move Obers onto the Battlegroup HQ, but then lock the LMG upgrade behind the Panzer Headquarters. That way the double Shreks would be accessible sooner and would give more flexibility in terms of unit compositions and strategy.
Ultimately, giving a Shrek to Sturmpioneers will be piling on far too much utility for a single squad, compared to Obers which are a one dimensional unit that would definitely benefit from the utility, whilst providing a platform with double Shreks that would be better balanced and have better scaling against Allied Tank Destroyers.
+1 and read in your voice. 
AHH THAT AUSSIE ACCENT |
Huh, this seems reasonable.
Thanks for the paste.  |
Thou shalt not take the Lord's name in vain.
This is a video game, not something to be so serious about.
Price can be adjusted otherwise if necessary. |
Why are you saying they can block AHK? Have they said something like that?
You must construct additional reading comprehension.
This can't be true!
It's very likely not gonna happen IMO, BECAUSE Kyle says they're thinking about it.
90% of things game developers think about don't happen.
You know, I don't really care so much about custom hotkeys, but could Relic please at least change the awful reverse gear hotkey?
"Deal with it." *Shades.* |
'CoH2 really isn't affected by DoW3 (more than it already was) because we've been at it for a while, this is just a reveal of what we've done.'
'Custom hotkeys are never going to happen.'
'Future plans for CoH2: MORE modding support, no new commanders soon, we've shifted focus to new skins. Maybe add a random faction button.'
They said nothing about optimization, but the implication is that it's not gonna happen.
Pepperidge Farm was specifically pointed out as a source of 'ill-gotten' bulletins. Absolutely no deails were provided on HOW they will determine which bulletins were well-gained and those that were not, and it's obviously not JUST the bulletins earned using that map. At this point, I just hope that legit-got dupes aren't unjustly uncompensated for when they're removed. I certainly hope they're not invading my computer and checking whether I have AHK running, because I use it for legit stuff like moving numpad0 to space bar too.
All duplicates of everything will be automatically salvaged, and will be worth the same supply.
That's all I remember right now. |
"twitch.tv/RelicEntertain"
Offensive commanders and now this.
Relic pls hire a spellchecker KappaClaus
OR IS THAT TWITTER CHARACTER LIMIT?
Edit 3: no wait it's just Nigo messing up the copy paste 4Head |
Rebalance bulletins, add a ton more.
Should be EZ. You could have a bulletin affecting every single stat! Though that'd make a lot of overlap and silliness.
And I thought we got word that some new bulletins were like the Brits bulletins that actually changed the functionality of some things...? That's not happening now, or are they holding it back?
I suspect they're holding back. |