My ideas for COH3:
- Anti blob debuff...if you blob up more than two mainline infantry units (or elite infantry) you get a 1.1 (maybe 1.2) RA modifier
- Everyone has the same doctrines/factions. Lots of cosmetic stuff that you can buy with real money
- Competitive mode that allows rule changes and different balance. this is important IMO because it´s impossible to balance 1v1 top level play while also keeping 4v4 balanced
- Much more community input into relic´s balancing/overall decision making from day one
- Stable game that doesn´t require restart after every second or third game.
- Appealing graphics and atmosphere must be a priority to attract a bigger playerbase. Maybe even something like cold-tech (reworked obviously), stuff like that could be put in casual game modes while being disabled in competitive mode. Weather effects or day/night changes could help create more atmosphere even without impacting gameplay.
- Unique factions, I dont like the recent trend of making every faction the same.
- Unit controlls need to be way better. I hate how clumsy they feel. Vehicle pathing is part of this. Just doesn´t feel precise enough. Infantry needs to be prevented from clumping up all the time. Also input delay is a big issue still.
- MG mechanics need to be changed. I hate how long suppresion lasts in this game. I also hate how infantry can frontally run at MGs get supressed but still throw a grenade at the MG. Especially with Maxims and Volksgrens this is really stupid at the moment. Also MGs need to be able to scale better into late-game without dominating early game as much.
- Rocket arty needs to be limited. Maybe 2 pieces of rocket arty for one player. 3 pieces for a team of 2. 4 for a team of 3 etc. Reason for this is that rocket arty completly destroys 3v3+. It´s just way too strong.
- No more insane units like Jagdtiger or Elefant please. It´s just not fun and creates balance issues to have units like that. They are useless in 1v1 and totally OP in 3v3+. Impossible to balance right.
- No more emplacements. Also no more self spotting, pop cap free Bunkers. Generally no doctrines that support abusive playstyles. (Advanced Emplacement Doctrine, I mean wtf)
- Other PVP games show that teamplay is generally prefered over playing alone. Which is why I think the potential of a competitive 1v1 scene is smaller than the potential of a competitive 2v2+ scene. Keeping this in mind there should be more focus on team-games. Better maps, better balance, mechanics that make abusive playstyles like blobbing or arty spam less effective. This would benefit the team game playerbase COH2 has and also give COH a chance to maybe shift the competitive focus on something other than 1v1 only.
- Statistics and good replay system with lots of features and analytical tools. Maybe locked behind a pay-wall to compensate for not offering P2W doctrines
Profile of blvckdream
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Broadcast: https://www.twitch.tv/blvckdream
Steam: 76561198052763324
Nationality: Germany
Broadcast: https://www.twitch.tv/blvckdream
Steam: 76561198052763324
Nationality: Germany
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Post History of blvckdream
Thread: Company of Heroes 3 with WhiteFlash11 Jun 2018, 17:12 PM
In: News |
Thread: worst patches in coh2 history11 Jun 2018, 15:38 PM
(Not the community patches tho, overall they were awesome IMO They were decent but definitly not awesome...Of course also caused by Relic "scope" not making it possible to balance everything properly. But things like the IL2 loiter buff, OKW flak HT, all the ridiculous overnerfs (most units they nerf turn into useless crap). In: COH2 Balance |
Thread: Company of Heroes 3 with WhiteFlash11 Jun 2018, 15:21 PM
100% disagree. The amount of ppl dropping instantly would be so annoying. In: News |
Thread: Company of Heroes 3 with WhiteFlash11 Jun 2018, 15:07 PM
Sorry I dont wan´t to be mean but why not just be honest and say "I prefer VCOH and think COH2 is bad. So please Relic make COH3 like VCOH". Most of the points made are just artifically made up stuff that is either completly unimportant or based of personal preference. Like the stuff about VCOH having better XP art, VP circle art, vehicle UI, deflection effects. I find all of this better in COH2. But that´s just personal preference and definitly NOT important at all. I understand a lot of effort went into this but in the end most of your points can´t convince me. I agree about the need to improve post-game statistics, better maps, more community features in game. But most other points are just saying how VCOH is better than COH2, and the problem is you don´t really bring up convincing arguments regarding why this might be true. So yeah...sorry to disagree. Something that needs to be brought back that kept the push pull of COH1 very interesting was population cap being directly connected to the number of points controlled. You do not feel the punishment of being cutoff from resources in COH2 as you did in COH1 and that adds more thought, depth and consequences to neglecting cutoffs. Cut-offs are already super powerful in COH2. Just look at maps like Elst where basically everyone just wants to rush enemy cut-offs in early game. I completly disagree with making them even stronger. Pop cap should not be tied to the ressource points you have. In: News |
Thread: Caches have to go in team games9 Jun 2018, 22:23 PM
10 min t-85 followed by 12 min katysha in 3v3. Quality post. Caches are so unfair. They give early tanks. Btw: It´s T34-85 and Katyusha. In: COH2 Gameplay |
Thread: Grenadier rifle grenade.9 Jun 2018, 18:04 PM
It has a very long wind up animation, like the molotov. That's its timer. Except that it´s wind up animation often isn´t really visible due to terrain, bugs etc. Which is really the only problem with rifle grenades. I don´t know about the stats off all the grenades but the USF nades seem a bit too good considering they can be had on all Riflemen + LT/CPT. Especially compared to reworked bunde grenades of Obers, Panzergrenadiere etc. In: COH2 Balance |
Thread: The Best All Around Tank in COH29 Jun 2018, 12:47 PM
the art of necromancy is banned in this region Necromancy is one thing. But saying Stuart is best light tank should truly be a criminal offense. In: COH2 Gameplay |
Thread: T70 rush against Osther breaks the game?8 Jun 2018, 13:53 PM
You realize that Mobile Defense is the most OP Ost doctrine right now? It has call-in Pumas, panzer tactician smoke, Command P4. Then you can just use your snares with OP range, teller mines, AT-gun, 222s, Panzergrenadiere... So many options. In: COH2 Balance |
Thread: Strongest Faction?8 Jun 2018, 13:50 PM
Brits "can" stomp OKW. Just like any other faction "can" stomp every other faction. If Brits go MG and UC vs OKW they have zero capping power. AEC delays real tanks a lot and should generally only be used to counter LV play. Raketenwerfer is actually my favourite AT-gun. Make two, use them together to ambush tanks. Cheesy but effective. OKW can just spam units early game and outcap Brits. Brits suck at holding down 2-3 key positions due to their lack of unit quantity. Then you can also just go heavy into Mech and get Luchs + Puma. Brits are weak vs any sort of good vehicle play while you can just snare AEC if it chases you. Or you go straight for double Obersoldaten + P4, this is especially effective if UKF player went AEC before you build a LV. You will get your P4 way earlier than he can get a Cromwell. Brits are still strong vs OKW in team games but I feel like it´s a pretty balanced, fair match-up now. Unlike in the past, UKF used to just rape OKW on most maps. In: COH2 Gameplay |
Thread: 2v2 map veto stats8 Jun 2018, 07:29 AM
What suprises me is that Stadtschutt is the least played new map. From all the new maps I like it the most. Also suprising that Vaux is vetoed so much. No suprise about Ettelbruck and Lierneaux being the least played maps. They are just garbage. In: COH2 Gameplay |
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