What you loved about COH1 that COH2 didn't quite deliver on
Personally I would like to see more global upgrades similar to the Panzer Elites in CoH1.
What could be improved on COH1 that COH2 did and did not deliver
The Modding option in CoH2 is quite limited, especially the Brits with the way how they were programmed in. I would learn how to model new units if it were available to me, also.
What you love about COH2 - its best features (campaign, faction design, TrueSight, commanders, etc.), whatever you feel they may be
The CoH2 Doctrine System, bulletins, and etc were great. The Commanders allow unique assets without changing the identity of the faction and pacing of the game.
Where possibly both COH1 or COH2 fell short - where in your opinion is the untapped potential?
We'd also love to hear what your favorite way to play either game is. Do you play mainly team games, competitive 1v1, competitively or casually, comp stomps, modded games, etc.?
There is really going to be no order with my suggestions but here how I believe things can be adjusted and changed for future titles.
All factions need access non doctrinal basics with similar timings
1. T0 Combat infantry - I mainly looking at Grens here and locked behind a building which just slows them down out the gate. Additionally, not having infantry overlapping in roles and timings.
2. Suppression platforms - This also correlates with map design in where some factions could rush an MG into a building which can dominate parts of map for a very long time. Then something like the USF mortar comes along and hard counter a faction only strength in that time of the game. On the other end the inaccessibility of OKW and USF weapon teams since they have such a high fuel teching requirement along with a long research time, this forces stale strategies since their only options is to spend on infantry.
3. AT guns that can fight non doctrinal assets - This is not really a problem in CoH2 except when fighting the King Tiger.
4. Indirect fire with smoke
5. Tank Destroyers that can engage heavier tank options reasonably well. - Again, looking at the King Tiger
6. Reliable additional income. - While OKW does have scavenge this minor periodic bonus could easly be replaced by opel blitz or cashes and have scavenge a doctrinal ability. Scavenge is generally unreliable for sustained resource income.
7. Forward Retreat points - Either all have or non. Additionally if reinforcing the field was a bit slower than back at base or prevented reinforcing while in combat. This would allow forward points to be readily sieged.
Commanders
I would not mind seeing commanders abilities completely interchanged able in order to customized in how the player would like it.
Units/abilities that allow reaction time
Sturmtiger/Demos and other instant wipe units/abilities are a bit of a problem. I would include off map arty as well. Not only they interfere with Howitzer teams they are also a point click nuke. They could be change to have more spread but deal suppression to make the more utility than making something dead. So arties like the light arty barrage of Ostheer comes very rapidly.
New Factions
Released one for each side to allow more versatility.
Profile of Angrade (Ægion)
General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Post History of Angrade (Ægion)
Thread: Relic wanted feedback for CoH1 vs CoH22 Jul 2017, 02:34 AM
In: Lobby |
Thread: Unofficial Revamp mod (EFA & WFA & Brits)29 Jun 2017, 09:01 AM
Here something I would like to changed a bit, it is a bit off topic. I would like to see a disable capture on Infiltration units. This would help these units sneak around the field since the capture zone can take up large portions of the map for these units to move. It would help partisans to sneakly lay mines while stormtroopers can help lay and wait for Close the Pocket. In one of my mods I called it Shh....We are sneaking. In: COH2 Gameplay |
Thread: try tier 3 without lense lead28 Jun 2017, 22:58 PM
In: Replays |
Thread: Caen SU tier1+2 pretty great game28 Jun 2017, 22:58 PM
In: Replays |
Thread: How to make Infantry units auto-seek cover?25 Jun 2017, 21:49 PM
I had an older mod where the infantry units will auto-search for cover when the player uses Attack-Move. I'm trying to do that now but I.., forgotten how to do it. May you guys please help me? I think the single player units in the soviet campaign did this to a degree. Perhaps you can start looking there? If I remembered correctly shock troops did this in mission one. I took a quick look at the mod files and I think what you are looking for is the sbps unit squad_combat_behaviour_ext. There is one called dive for cover on some units such as m11_shock_troops. |
Thread: 251 Half-track for OKW20 Jun 2017, 19:35 PM
Is it possible to turn the Stuka Half-track into a 250 MP/30 FU open-topped 251 Half-track, which then required a 140MP/70FU upgrade to be a Stuka once again? This way, OKW will have access to a mobile reinforcement platform (Which, in my opinion, is needed to all faction non-doctrinally), the open-topped part (Allow troops to fire out, similar to the M5) could be a nice touch for those who doesn't want the OKW one to be exactly the same as the Wehrmacht one. I have looked into this before. In terms of modding, I do not think it is not possible to hide the cages based on animators. In: Lobby |
Thread: The Reason Why OKW and USF Tend to Spam/Blob Infantry18 Jun 2017, 10:00 AM
Yeah lets make the entire OKW faction a side teching fiesta. We should also give the p4 a side tech upgrade. If you get the normal p4, it comes with a gun crit. If you spend an extra 250 mp and 50 fuel, you get a working gun. I am only suggesting one side tech option, and that is for the infantry upgrades. The Initial Upgrade for tech advancing is a linear upgrade. So speaking in terms for other games it would be Tier 0.5. There is the short barreled P4. It uses the P4 body but with an animator so an upgrade like this is possible.
First off, I am not saying adding any T0 weapon teams. There is a teching cost. Plus, USF already has a T0 mg, the Fighting Position. Rear Echelon tend to be than pioneers and combat engineers, especially since they always equip duel bazookas plus a minesweeper. I agree with your premise that blobbing comes from a lack of support weapons, but it also comes from an inability to play correctly. Have lots of Riffle or Volks is great if you use them correctly to apply pressure everywhere all the time, which IMHO is what the factions are best at and most fun when played. Believe it or not blobbing is an legitimate strategy, and there are proper counters. Aoe attacks, mines, and MGs. If snares were not as effective, then tanks and other vehicles would have a bit more breathing room, because currently their range is just does not allow them fight as they should. Disagree with USF teching changes. Their flavor is tiers being expensive but totally self reliant. If anything the Captain tier needs to swap the .50 cal and AT gun, while giving the .50 cal a cost buff due to its later timing. The switching the AT gun and HMG could work also. Though I would like to see some changes to the M20 to more focus on the support role. I would like to see the Flamethrower under the Lieutenant to add additional garrison clear option from the short range mortar option. The M15 cost is fine in my opinion because it so much better. The flak halftrack is pretty unresponsive unit, while the M15 also instantly shoots down aircraft. In: COH2 Gameplay |
Thread: The Reason Why OKW and USF Tend to Spam/Blob Infantry17 Jun 2017, 10:46 AM
The reason why OKW and USF tend to spam/blob infantry is due to fact of inaccessibility of support weapons. The fuel delay cost of the M2B is 50 fuel and the MG 34 is at least 40 fuel with both being a huge amount of research time or deploy time. This is why four volks and riflemen is a very common opener because there are no other openers. Unless you save up the manpower for the weapon teams but that is huge investment and gamble. And when you do have access to these support weapons, you can not really afford them do the upkeep costs of the new weapons. Additionally, elite infantry have hard time to shine with these factions because they have to compete with their own standard infantry that is already out. Here are my suggestions for each faction. USF Split the Lieutenant building into 2 parts Partially Activated 200 manpower, 30 fuel, ~30 research time. -M2B HMG -M1 AT gun -Mortar -M20 Utility Car -Rear Echelon Flamers? Fully Activated 200 manpower, 30 fuel, ? research time. -Lieutenant -M15 AA Halftrack -To add a third item M3 Halftrack? Captain The pack Howie in real life could have been used a direct fire piece also. This unit could be changed to a narrowed arch farther reaching AT gun. With it being 75mm, compared to the 57mm AT gun, it could also have a higher penetration rate allowing for stronger AT guns to help deal with higher armored opponents. Technical details: With the M1 AT gun gone from the captain, he may need another item to round out his composition such as either an M3 halftrack or make the M10 non doctrinal with a bit of a rework to match the performance of a puma. Assault Engineers To allow other non-riflemen tactics change the target size from 1 to .91. Pathfinders To allow other non-riflemen tactics change the reinforcement costs from 37 to 30 OKW First I would change the starting unit from the Sturmpioneer to a volks squad due to the over performing nature of the Sturmpioneer at this timing. Next I would add three upgrades to the HQ. Medics, 250 manpower (equal to the soviets) This will help reduce the must need for Battle Group HQ. Initial Battlephase 200 manpower, 30 fuel, ~30 research time. -this upgrade would unlock Raketenwerfer, MG 34, Panzerfausts, and SWS Halftracks This will help reduce the very powerful HQ rushes that either instantly win or lose the game. Infantry Weapons 200 Manpower, 20 fuel -This will allow access to the various infantry upgrades. Volk's incendiary grenades and STG 44s. Sturm Pios Flamer, and Panzerscheck. The Volks incendiary grenades poorly designed. It makes the squad no different than riflemen and penal flamers in the fact they can deny all cover. They are quick, have little time for response and in live are free with out additional teching. There are three options or a combination I can see to fix this. 1. Add a fuse. (This will allow time to dodge the grenade while still acting as a garrison clear.) 2. Remove initial damage 3. Increase wind up time. Sturmpioneers With Feuerstorm, they have 3 upgrades. Now with my suggestion of not intial unit, they are even more taxed. -Minesweeper, in order to release pressure off this upgrade demos need a rework. -Panzershreck, in order to release pressure off this upgrade I suggest on adding a PzB39 upgrade to Obers. (see below for more details.) -Non-doctrinal flamer, this would actually increase pressure on the squad but would allow an alternive garrsion clear other than Liegs and incendiary grenades The doctrinal flamer slot, I would replace it with a GrW Mortar team with access to munitions to incendiary rounds like the mortar halftrack. (1 Command point) (The is also a speech Code for this, so no longer of all generic voice lines.) Raketenwerfer Make the cloak Vet 1 Battlegroup HQ (Med HQ) Now that medics are now available from T0 Battlegroup HQ needs something to make it more attractive. -Forward retreat point and medics merge to one upgrade from the cost 250 manpower, 50 fuel. -Lieg Add a smoke barrage -Flak Halftrack due to the later timing I would change it health from 2 AT gun shots to 2 AT gun shots plus a snare in order to make it more resilient because it can even be damage by rifles. -Move Obersoldaten Their standard timing is too late in the game for them make a real impact add a PzB39 AT rifle upgrade 3-4 AT rifles equal to guards but with higher accuracy so it does not remove too much anti infantry on a 400 manpower unit. Mech HQ Various fuel costs may need to be adjusted to match other timings with other factions. -Add Opel Blitz A good Alternative to Cashes With this, I would remove non doctrinal salvage and replace the Thorough Salvage with the standard Salvage. In most situations Thorough Salvage is actually a problem because it takes longer. With this additionally initial costs, The Panzer 4, and Panther could use a fuel cost decrease equal to Ostheer in order to match it's counterparts. In: COH2 Gameplay |
Thread: 8CP-B4 Howitzer how can i deal with it? 17 Jun 2017, 08:36 AM
It's shots only do 640 damage, so it can one shot any vehicle panzer4/jadgpanzer and weaker but only if it gets a direct hit. However, the scatter on this unit is quite high, so you have to lucky/unlucky for it really hit anything. Of course like any other unit, scatter is reduced the closer the target. 1. Like all other Arty, it is still vulnerable to off map call ins 2. Your opponent most likely will use mines to help protect it, beware. 3. Use vehicles along the flank and get in to its minimum range, but beware of its vet one "direct fire." 4. The rotation rate may be the slowest in the game. 5.Be aware of "For Mother Russia." For Mother Russia Standard Infantry: +0.5 armor, +50% accuracy, squads will sprint. Team Weapons: +0.5 armor, +25% accuracy to AT guns, Mortars, and all artillery. +50% accuracy to HMG's This is one of the most powerful abilities in the game. The .5 armor increase is equivalent to plus 33% Received Accuracy but hmgs usually already have a pen from 1-2 so this armor only effects against other inf. In: COH2 Balance |
Thread: Invalid File Structure Win Condition...BEFORE modifying it!10 Jun 2017, 13:12 PM
This maybe a stuipd question to ask but are your file paths set correctly such as SKD? Because occasionally for me, it looses the path. |
619057618531618460618459617879617195616717616549616526615383
Latest replays uploaded by Angrade (Ægion)
-
VSWhizzBang RpgGotMe [SU-76M5AXIM] RED RadagastBurke [HAN]G Funk Music Manakete Vanguard An 'orrible CuntLarge Epic Battleby: Angrade (Ægion) map: La Gleize1-869
-
VS[IG] Falkenmond NL_Sim Prinz Glen MatthewsManakete Vanguard Capitaine Soif [6. SS-Pz-Armee] Ogf. Dietrich redruM - Mutti macht euch platt!You can't be any worseby: Angrade (Ægion) map: City 172-1,170
-
VSTANK HUNTER (PL) Nevissue97 -2d- QuagmireHer General Deathshead Solovey Russia Manakete Vanguard2v3 winby: Angrade (Ægion) map: Lazur Factory1-733
-
VSCmd-Jeeps[FR] The morning breeze `Agion Change My LifeNico(Ger) ParaTank Rusty Shackleford puzzleBoXKing Tiger One Shotby: Angrade (Ægion) map: Lienne Forest1-1,085
-
VSrobin_johanssen -=SFK=-Zenturio Flomur `Agion SoFlyMr Pi Amon