Even though this cannot even be considered an issue, I still wanted to point it out; the Heavy Tank Production 1 bulletin which buffs Elefants, Tigers, and IS2s has an image of a KV1.
Not hotfix worthy, but why not mention it? |
At the moment, this costs 100 munitions and triggers as soon as the enemy steps foot into the radius of the sector.
I am unaware of how this can be countered. If there is anyone with some insight on this, please share.
My suggestion is this; what if the booby trap worked the same as the PE booby trap in vCoH, only at a cost, say, 25-50 munis for example? Since capping in CoH2 implements AoE, this would be trickier however. Maybe it could have a ticker and a 1-2 second count-down time (as the PE booby trap), giving the player enough time to micro his troops in and out of the sector/radius of impact.
Also, it would be nice if pioneers with minesweepers could detect and defuse it once capping the point, rendering them useless. This would at least create incentive on purchasing the mine defusal kit, which is so often bypassed for a flamethrower upgrade.
I think this would make traps more usable, yet at a cost within a range which causes dilemma, since players will have to choose whether to spend munis on traps, molotovs, mines, flamers, AT nades, etc. Another benefit is that it will introduce another element of micro when capping points, and increase the use of the mine detection package.
The 100 muni cost will mean we will rarely see this ability, and when it is used, I think it is rather cheesy with little to no time to react.
Any thoughts? |
Was wondering whether Relic have the intention to add bulletins for the new call-in units introduced last patch? I think this would be suitable to make the game more holistic. Any thoughts?
Thanks. |
Since the last patch I have noticed instances where the warnings given by the HQ have become extremely low in volume. This includes warnings of squads dying, which is extremely frustrating. |
I think it would be interesting if once picking the chosen commander, some kind of indicator of the commander chosen - the name of the doctrine/tactic and possibly the thumbnail - besides or above the ability thumbnails would be visible. I would definitely get used to the different commanders faster, and appreciate my choice more. Also, I often forget which doctrine I chose in comparison to others. With so many commanders available, I think it would be a nice touch to have some indication of the commander chosen alongside the abilities; so long as it does not clutter the UI in any way and detract from the experience.
Any thoughts? |
I do not get the medals for completing the first level, Stalingrad, on General. No medals or achievements show up. Also, after having completed the campaign in General, the Campaign completion medals do not show up.
Also, in multiplayer, calling in a German Officer squad yields the audio of calling in a P4 command tank. This could be for only one particular doctrine, however. I was using the Assault Support Doctrine.
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In my experience, the instructor's textbox and speech show up for a split-second and terminates each time that an animated instruction by your officer pops up on screen. Therefore, it is too fast read and the audio starts and stops immediately. |
Interesting points. I agree, the barrage ability is this unit's saving grace. However, I find Russian T3 and T4 extremely strange in terms of what they contain. Granted, unlike the Germans, you have a PE style choice of what to tech to first. The high fuel cost of T4 is a deterrent, and I always find myself going T3 first.
But then again, what's the idea of having 2 Artillery based units at T4, (Katyusha and SU-76), and an SU-85 tank destroyer? Mobility wise, both 76 and 85 are terrible due to the fixed turret; so one is beneficial vs infantry because of its more contained bombard strike, and the other a tank destroyer which is meant to go up against panthers? I don't quite see it, especially with the Panther's speed at the moment. |
I just wanted to raise a small discussion about this unit, as I couldn't as of yet decide about its effectiveness and worth.
In what situations would you purchase this unit? It obviously doesn't have the role of a Marder in vCOH, and I wouldn't really be building them solely to take out a bunker or for that daring base-rush to destroy buildings. I've seen it pretty effective vs. infantry, but nothing I can't do with out.
Maybe its cost justifies its use? And why is it a Tier 4 unit?
I'd love to hear your opinions of this unit, as my experience with CoH 2 is little. |
Edit: Sorry, still waiting for opponent; my bad. |