Hey guys, just wondering if one thing you can considered for the future was having different tabs for different mods to upload replays? We were looking into putting in a replay upload system like yours into our site, but it would probably make more sense to make use of COH2.org as a central repository, and we could just link back to the upload page for the mod. Would generate some nice traffic both ways.
In terms of admin, would probably need to have mods register and provide an icon for the tab, then assign someone to moderate that section (eg. so I could clean out replays from old, incompatible versions)
what do you think? |
i dunno - i think its a good idea, gives you a reason to use engineers for engineering things....wire was generally utterly worthless in COH1 since it disappeared if you sneezed at it. not as if you are devoid of options to destroy it with. now you have to a) use only engineering units to deploy it b) use engineering units/explosives to destroy it |
As a note, the squad being suppressed disables the ability, so having an HMG handy will help |
'the tiger' is not so much a problem. It's 'the tigers' that are maddening. I'll admit it's probably our teams fault if we can't prize the fuel from the icy grip of layered MG bunkers and various support weapon goodies allowing them to pump these out, but I've had several games though were we've been dominating map control and got them down to 50pts, yet the enemy with fuel OP's and opel blitz trucks in their remaining sectors allow them to ride out with multiple tigers and panthers for which soviets have no deterrent for when massed. |
Is that a bad thing? I think the general agreement is there way too much resources flying around anyway |
Just got out of another game culminating in 2-3 tigers per player. I think the direct issue is the opel/tiger doctrine being such a no-brainer, but I think a balanced solution would be to add fuel and possibly munition upkeep. Currently the upkeep is 4mp reduction per pop. I think adding a fuel reduction to this would help prevent heavy armour spam, as it would become exponentially harder to build them the more you have - which is surely how it should be. Then when they get destroyed its relatively easy to get one back out again. Since the issue isn't the unit on its own - that's manageable, its just when you have 3 or 4 on the field at a time the soviets simply don't have enough powerful AT to counter it. Last game we were relying on 152mm howi's to try and disperse tiger blobs, since non of the USSR offmaps can counter armour (I managed to kill 3 with one, so it works =P), that's just not right.
thoughts? |