Yeah, even though I'd say the vet system tips in favor of the wher, the longer the game goes, I would still keep it in the game for reasons others have mentioned.
I've also thought of a slight change. The ToV vehicles are chosen in the menu before the match, but it would be really neat if you had the choice ingame. So when you build your tank depot you have a choice between an M10 or a hellcat. Once you make your choice it is locked for duration of the match.
This may give some love to the ToV vehicles, seeing as some of them are very situational. |
New unit:
Airborne artillery (M116 75mm air-portable howitzer or M3 105mm)
Airborne company choice has no artillery (except the overly expensive and underwhelming bomb run) but two types of air-portable howitzers were used in numbers. 5,000 m116 75mm howitzers and 2500 m3 105mm howitzers. The 105s did not have the same range as the m2 105mm field gun, but they were still artillery.
Oh yes....good point about the problem with the airborne doc not having any decent arty. As someone a few posts earlier suggested, maybe just a fix for bombing run is needed...instead of adding a new unit. |
In 30 min I think.
Thanks. I'd like to hear their reasoning for these changes. |
What time is the developers stream on again? |
That is all that needs to be said.
(Edit: Flip! a title typo...please fix mods) |
Some ideas:
Rifle reinforce cost to 23 mp.
This brings them in line with other squads at 50%squad cost/amount of squad members. This should also indirectly reduce the effectiveness of snipers slightly
Snipers have an anti-zeal modifier (increases received accuracy the more snipers are nearby).
This makes 2+ snipers easier to countersnipe as well. I believe this was originally Tommy's/Aimstrong's idea.
Stormtroopers give less xp when killed.
Right now, calling in storms really hurts you in the long run once rifles start vetting up extremely fast. Also one of Tommy/Aimstrong's ideas I believe.
Inspired assault buffed.
Pretty much no-one is using this now, especially since weapon crews receive no buff on their heavy weapon.
Escalate to T4 costs less fuel (perhaps something like the T3 escalation cost).
We almost never see T4 from wehr in a 1v1 unless they're massively ahead (which most often means you're playing Langres). This should make T4 a viable alternative to T3.
Fix strafe near buildings!
Open a gap in the middle hedge on Langres (near the VP).
Because more flanking on a Wehr favored map is good.
Don't care about PE/Brits, there are pretty much no good players who play them enough to judge balance. I honestly just think they're fundamentally broken, making them way too vulnerable to certain things (3e-4rifle-sticky-td and grenspam respectively) which means they need their bullshit like focus fire, overdrive, insta-pin, canister, staghound mg bug, etc. to make up for it.
Wehr have an issue teching up to T4? Hadn't noticed.
Everything else seems pretty sound, probably won't break balance but will had some nice little modifiers to the metagame.
It's a shame about the PE/Brits, I wish they could be given a redesign. |
Flames are fine as-is. If you buff them, it makes vet2 Pio-flamers too powerful.
Ok, well maybe just a slight buff to the damage from Flame HT and Croc then. It feels like they are too easily countered by the very units they are meant to destroy. The Flame HT is very vulnerable to sticky's from rifles and the Croc suffers from shrecks. |
Honestly, the critics are right, the meta is boring. Are Soviets going to make KV-8s or just guards and SU-85s? Maybe an ISU...lol. Will Axis make a Pak43 or Elefant or bring out a tiger? Woo, lot of variety there.
There were many more interesting combinations on the Axis side due to the commanders and veterancy system...Blitz/T3, T1-T4, T2 Terror, T2 Defensive, vetted support + vet paks/vehicles (to stuka spam), vetted inf + super tanks, any of the other combinations + T4 units or just more infantry...
TBH the US side was not nearly as interesting as US had fewer combinations, but the ones they had were very potent. Still even the 3 US commanders granted more variety to the meta than the current Soviet commanders do.
Thus COH1 had a lot more depth than this one. I think some of us can see now how the Axis veterancy system in COH1, flawed as it is, gave Axis a delightful and deep array of strategic and tactical gameplay options. The complexity of the Wehrmacht gave COH1 its astonishing depth in my opinion.
You've addressed the elephant in the room. This is CoH2s real problem, forget lack of leaderboards/bugs/balance/UI. There simply isn't enough choice or variation to merit calling it "good" strategy game. |
Are there any alternative servers that we can play it on? |
Uhhhhhh its not like there is really that many. There are no spinoffs or anything, just game 1, 2 expansions, failed free2play, and game 2.
And what is wikipedia missing? http://en.wikipedia.org/wiki/Company_of_heroes
I suppose it does not say coh 2 on there, but everyone going to this site knows about it.
Company of Heroes mobile edition.
http://planetcoh.gamespy.com/cohmobile/
http://www.youtube.com/watch?v=IQgyLubLsA8
(Edit, can't figure out how to embed youtube) |