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Posts: 3145 | Subs: 2
Thread: When will the update be released27 May 2019, 19:23 PM
I think that the new commander mod is still up on the workshop so you can play it from there in a custom match. In: Lobby |
Thread: CoH3 will be MODERN WARFARE ??????27 May 2019, 19:00 PM
In all honesty as other people have stated before me, I agree that Dawn of War 3 MAYBE could have worked, if it wasn't called Dawn of War 3. So like you said, this is not a faithful sequel, while using the same name and being portrayed as such. So again, it probably maybe would have worked as a sort of MOBA-RTS mash up if it wasn't using Dawn of War's name which is known for squad based tactical and strategic depth of combat and perhaps scale. Most fans of the series, like me, I am guessing wanted and were expecting Dawn of War on Dawn of War 2/Company of Heroes 2's engine with DoW2's improvements and maybe some on top of those as well but that's about it, nobody expected for them to try and do mental gymnastics by trying to invent the wheel all over again. You got something good, something that was loved and has a following even until today (I still believe more people play DoW than DoW3) so you improve upon that while maybe incrementally adding something new like with DoW2, there was absolutely no need to depart so drastically from the core DoW gameplay in my opinion and I have no idea why they did it in the first place, trying to always be the best, the newest and the most "hip" almost always backfires. Relic made history with both the first DoW and CoH because they had an idea and THQ was willing to invest into it so they tried it out and they found that it was liked and well received but I don't think imagined that it would be one of the top RTS games ever rated. In a time of a market while not over-saturated like now with StarCraft and AoE as well as WarCraft clones they were the dominant things and DoW and CoH sorta broke that mold brilliantly which made them stand out. So to me personally that's why they were so well done and loved, because they weren't doing it for the money or anything, they were probably content with the fact that the game might fail or that it might just get a niche following or whatever but still did, they still tried and they poured all of their love and creativity into it so that's why it worked. And I know I'm starting to sound like a broken record here but Dawn of War 3 was made with the idea to re-invent the wheel by combining a nowadays pretty popular genre (MOBAs) and RTS which is a more niche and less popular genre and that's ironic but whatever, point is, you do it for the innovation and making something new, good and interesting, not to make a lot of money or to be popular because it will blow up in your face big time and that's where a lot of the nowadays triple A devs fail at and where the Indie devs pickup I think. In: Lobby |
Thread: UKF Hammer/Anvil rework suggestion.16 May 2019, 18:51 PM
T1 (Based on choice) That's why I mentioned hull down and other stuff for Anvil in order to make it viable and not have Hammer be the go to choice for literally every game. Altho Anvil will probably be more of pick for team games where you need to be the meatshield for your team who will be much more mobile and hard hitting than you. In: COH2 Gameplay |
Thread: UKF Hammer/Anvil rework suggestion.16 May 2019, 18:22 PM
I have suggested similar changes a long time ago. Yeah but the cover mechanism would need to become a flat bonus/improvement and not act like a debuff when the section is out of cover for it to make sense and not have the 5 man squad be a superior choice to it. And my idea for emplacements was just to altogheter lock them behind Anvil for whoever wants to use them, to me they should be a choice and not forced upon the player like in the mortar pit's case. I mean yeah they're there if you would like to use them and you got that option but we're not gonna force you to and then wait 3 years to release a commander with a mobile mortar team. In: COH2 Gameplay |
Thread: UKF Hammer/Anvil rework suggestion.16 May 2019, 17:07 PM
So with all of the recent talks about bolster and the UC tweaks I wanted to pitch in an old idea of mine for a possible British tech rework of sorts for the next balance patch, similar to the USF one in the commander revamp patch. In essence the idea was to put the Anvil/Hammer "site-tech" in the HQ (T0), thus allowing the player to choose from the very start what they wanna do exactly, be mobile and aggressive or static and defensive. This however eliminated the Bofors and AEC side techs in T1 but I'll get to it in a second. Also the current T0 upgrades like Grenades and weapon racks would either be combined as a single, 3rd side tech or moved to T1. Bolster would be integrated into Anvil and Hammer. Now to get to the jist of it, what I imagine this would do is a sort of Offensive/Support side tech for the Eastern Germany Army from the Eastern Front mod for the original CoH where each side tech allowed the player to choose what they wanted to go based on the units and abilities they needed or planned around. So I roughtly translated it like this for the Brits in this game - T0 - HQ IS Vickers MMG UC Hammer/Anvil side tech Possible 3rd combined unlock upgrade for the Grenades and weapon racks, maybe medics instead? T1 (Based on choice) Sappers (non-dependent on choice) Sniper (non-dependent on choice) AEC (Hammer) 3-inch Mortar team (Hammer) - Using the Ostheer GrW 34 model. Bofors (Anvil) Mortar pit (Anvil) Possible Grenade and Weapon racks unlock side-tech upgrades. T2 (Same as before) Cromwell Firefly Cantaur (Hammer) Comet (Hammer) 17 Pounder emplacement (Anvil) Churchill (Anvil) As you can see here the most dramatic change would be for T2 and Hammer/Anvil themselves where I at least would change up a bit their added abilities where they provide specific tool kits and bonuses. So for example in my mind it goes something like this - Hammer, unlocks agressive abilities and units, focus on Infantry Sections. Anvil, unlocks defensive abilities and units, focus on Sappers. Now since I'm integrating Bolster into these 2 what I'm thinking is that it should be tailored to each choice. So for example Anvil would make Sappers a 5 man squad and also give them the ability to build trenches and sandbags, while Hammer would instead make the IS a 5 man squad but they'll only have access to sandbags and maybe lower their debuff when out of cover because they will need to be more aggressive. Apart from that, the Recon Sections upgrade for the IS will replace the War Speed upgrade in Hammer since the focus will be more on them rather than Sappers who are the only ones able to apply it to vehicles. Heavy Engineer upgrade will also allow you to over-repair your vehicles again like in the first game. Maybe the Sappers could also get their Flamethowers from Anvil? I was thinking of Hull Down for the Brits in Anvil as well and maybe some more/different abilities based on your choice but I think it would steer off too much in the radical direction as this is more like meant to be in a similiar manner to the USF tech rework instead of a fully-fledged redesign of the Army. Point is I'm not so sure how to make Anvil be viable and not have Hammer be an automatic choice every match. Feel free to discuss it here, cheers. In: COH2 Gameplay |
Thread: Music Historical Playlist Main Menu12 May 2019, 10:09 AM
Well, there is this new tactical FPS game called Hell Let Loose that I'm playing that had this really nice song that caught my attention: Then there's probably this gem of a march I stumbled upon a couple of months ago: Also, as weird as it may sound, Girls und Panzer, a I would say rather widely known Anime featuring tanks, also has marches for each of it's "teams" that represent a given country but they use some pretty generic but nonetheless nice marches like for example - Battle Hymn of The Republic and U.S. Field Artillery March for the US team. Panzerlied and Erika for the German team. British Grenadiers for the British team, obviously. And lastly Katyusha and Polyushko-Polye for the Soviet team. I really love the "Over there march" tho, it really brings the patriotism up in me and makes me really nostalgic and sad that I can't be a part of that generation of men that lived and fought all of that long time ago. Truly the best and greatest lived during the World Wars, nowadays we only have wannabe tough punks and 90% broken marriages. In: COH2 Gameplay |
Thread: Music Historical Playlist Main Menu11 May 2019, 19:24 PM
I'm not sure that's moddable sadly. In: COH2 Gameplay |
Thread: Relic needs to enable back model editing and importing.11 May 2019, 17:43 PM
If you mean the Stuka Zu Fuss carriage and the rest of the vehicle models it's possible that they just refurbished the old models for the new game. One example to support this would be the replacement of the old Ost Panzer IV model that was "low quality" as in taken straight from CoH and just given a new texture, with the new OKW one. So to me at least it's entirely possible that they just had the stuff laying around in the files until they were used and not needed anymore because they were fitted to the models since none of what you said you found in the files of the models were added to the game before the WFA. Another 2 things were the addition of some USF units and weapons like the M1 81mm mortar before the Ardennes Assault expansion was released as well as the findings of the new USF vehicles like the Pershing and Calliope in the UKF Alpha. In: COH2 Gameplay |
Thread: Consolidated Commander Roster and General Balance Changes11 May 2019, 15:31 PM
No need to be so personal here Mr top 20s rank. We get that you're a hot shot now since you're part of the community team but no need to be an elitist ass and let all of this go to your head thinking that you're a cut above the rest. Be a bit more humble and don't forget that while I don't agree with Vipper on some things you gotta admit that he provided you guys with a lot of valuable and in-detail feedback, especially about the balance, something which most of us couldn't, and didn't do. In: Lobby |
Thread: Consolidated Commander Roster and General Balance Changes11 May 2019, 12:35 PM
Where have you seen me complaining about the Jagdtiger and Elefant exactly? I have been with both in Urban maps and both have performed well if you've given them enough sight and protection, but of course the Elefant from Jaeger Armor has proved to be the better performing overall with the Spotting Scopes. And yeah I remembered the old patch notes for Grand Offensive, I forgot they got replaced. My point is that gimmicks don't work and only a few people like them, if you don't believe me feel free to re-read the threads about the new commanders, I'm not making anything up here. So it's not just Urban Assault or Feuersturm but overall, commanders should provide solid options and not gimmicks that you can't rely on are too situational to be of any use most of the time. In: Lobby |
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