I play AoE3. I'm terrified by the idea of a new impementation on the homecity system.
In the homecity system you build a deck of call ins, be it resources, modifications to building properties, unlocking exclusive techs, unique upgrades to units and of course, unit call ins.
In AoE3 your decks had limits depending on the Homecity lvl (because each individual homecity, one for each civ, gains in game experience). There were card locked behind lvl25 and lvl 45, the last one being the most gamechanging ones, like one that allows the russians to build cannons from their barracks or turned every light infantry unit (a really cheap and spamable one with call ins that numbered 11 or 17 of them) into musketeers, heavy infantry.
This is currently bypassed by a XPmod that grant your homecities lvl 100, without affecting your player stats (that are tied to your account not your civ)
With the current trends of the gaming industry we could end up paying for new cards the same we pay for doctrines now, or worse, end up in a reward rulete like the new loot boxes trend
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Thread: Relic working on Age of Empires 422 Aug 2017, 11:08 AM
In: Other Games |
Thread: Howitzers short lifespan21 Aug 2017, 12:56 PM
If the okw has an ostheer teammate there is a 1/3 chance of him going jagger armour and thus having access to the dive bomb. I'm talking about 2v2 because without a teammate to let you float mp to build it without being crushed. In: Strategy Desk |
Thread: Howitzers short lifespan20 Aug 2017, 12:51 PM
You can't destroy OKW structures by using arty. You won't deal enough or (consistent) damage to actually destroy them. They will get repaired in no time thanks to strums repair times. You need an armored assault to secure the kill The best you can do is to guess the point where okw units will clump by the medic truck and hope for some wipes while you wait for the inevitable dive bomb In: Strategy Desk |
Thread: Howitzers short lifespan20 Aug 2017, 10:33 AM
There is something weird about this guys. These doctrine specific manpower sinks cant survive for more than two barrages before being wiped out by either another howitzer (or stukas) or planes. Most of the time getting wrecked rather than decrewed.Due to their condition as manpower sink (600 mp) they are unviable on 1v1s. I've managed to make it last for at least another barrage (for a wooping total of 3) hiding it behind buildings, which had to be demolished first. I haven't seen any 2v2 match were howitzers could be of any use past a few barrages. Any tips for using this units? In: Strategy Desk |
Thread: Conscript with combined arms 31 Jul 2017, 08:22 AM
Amazing. Cons had vet3 as early as minute 7. Also recon flares. Such a usefull ability that complements maxims and and give LOS to find his mg, spot his arc of fire and flank it. Its kinda heavy on munitions though. I think I didn't see you go beyond the 100 ammo count at any point. Really intresting to see something else appart from penals (which I've been forced to use every game because cons are so unreliable) In: Replays |
Thread: Bryansk Forest: Shoothing through trees19 Jun 2017, 21:47 PM
Dane found another one of this bugs. Minute 24 [youtube]A9XAMqSbvpQ?t=24m9s[/youtube] In: COH2 Bugs |
Thread: BUG - Shooting through the trees in bryansk 19 Jun 2017, 02:01 AM
Today I was playing in Bryansk forest and something strage happened. A unit of Obersoldaten were shooting at my mortar safely placed behind the trees left of the middle VP, just after my maxim decided to retreat THROUGH the impasable trees. It works both ways In: Replays |
Thread: Bryansk Forest: Shoothing through trees19 Jun 2017, 01:51 AM
Today I was playing in Bryansk forest and something strage happened. A unit of Obersoldaten were shooting at my mortar safely placed behind the trees left of the middle VP, just after my maxim decided to retreat THROUGH the impasable trees. From above Over the shoulder (you can see a mauser cartridge flying off to the right) Poor Boris being shot in the head I manage to rout them after one lmg burst Then one of my cons also retreated through those woods. It seems it works both ways though The replay. It happens around minute 37. In: COH2 Bugs |
Thread: Eastern Front Armies Revamp 19 Jun 2017, 01:13 AM
Or maybe make it only viable in 2v2s. I've been thinking about special cap points, like the repair stations in the refinery map, in game modes outside 1v1. Anyways I like the idea of removing FRP and giving each faction better soft retreat options. It rewards carefull playing. Now ostheer has another healing option thanks to the medikit rework. Soviets can now use M3's to drop medical supplys (thus, not being a wortless unit outside the first minutes). OKW can drop medical supplies on their base with strumpioneere and the Batallion HQ could be used as forward point to heal and reinforce, as they don't have access to halftracks. UKF has the most reliable healing option in their tommys. USF only have their ambulance so that might be a problem In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 18 Jun 2017, 09:00 AM
Currently FRP give USF, UKF and OKW an unfair advantage over ostheer and the soviets. On the offensive it allows for insane presure and lower the impact of machineguns and overall better unit management. On defense it provides a strong staying power and allow indirect fire weapons to survive counterbattery fire. Thing is, it is different for every faction. Allied factions requiere unit combos: Mayor+ambulance and FRP+upgraded Tommies OKW can access to the FRP, a reinforcement point and healing in the same package. I've heard balancing its also giving new options to players but FRP counterdicts some of the basic principles of CoH, as a game that rewards unit preservation, superior micro and better tactics. In: COH2 Gameplay |
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