I don't think a modern setting fits CoH - too many high tech high range weapon systems (like ATGMs) and focus on merging combat roles like the Main Battle Tank or stuffing all sorts of heavy weapons on recon/infantry fighting vehicles (like Bradley or BMP). Or all infantry having standardized assault rifle + LMG loadouts.
Something early Cold War (the end of the 'mechanical' warfare era) would be pretty interesting though. Basically 1950s-1960s with Pattons and T-54s and with light tanks like the M41 still in service could basically be a reskinned CoH/CoH2. The same mechanics and core but in a new and unique setting.
I mean Bradley could be like the T70 with tulip ability, BMP's will be more like Luches or something. All infantry having AR's is not gonna be that much of an issue. I would say balancing the m1a1 Abram Tanks is gonna be the real issue. |
well that'll be bad. Since US would be quite op then. Just imagine 6 man basic infantry with with the best dps at all ranges. Non doc tanks that are basically Tigers and you can have more than 1 of them. NUKES!!! |
Basically what other people said. I'd add though that Brits have the WASP if needed and get a quick T1 base arty as well.
OKW on the other hand does only face early MGs when playing against Brits. SOV and USF need some time to tech if the even chose that tech path (also the Maxim is real shite at suppression, I've had it more than once that Volks crawl across open field to throw a incendiary into my building), so at least against those factions an early mortar is not a must have.
i always though USF gets t0 mortars so that they can always have some kind of arty. Cus the mortar gets pretty redundant after you have access to paks howis/scots.
I main SOV so i know(all to well that is) how terrible the maxim is. |
The purpose of the mortar is to give usf a fuel free way to dislodge/ clear garrisons as they lack a nondoc flame thrower. A car will not help in this regard
question then why don't OKW and Brit get t0 indirect arty???? |
can't shoot their heavy weapons on the move
wait what???? Is that true. I though ab guards dp28's were the same as regular guards(but they have 3). no shooting on the move. was this a change in the latest patches??? |
PPSH with abilities are much better, and cost nothing
Not really, ab guards with ppsh are fragile only good at close and will have hard time even going against pg's. 3 dp's are better as they can sit back in cover and deal ungodly about of damage to the enemy. |
That's what's surprising to me. With the last developer on the CoH2 team gone, I was sure they were ending support for good. The tournament and cash prize is an interesting development.
Devs don't own their games but companies do. As long a product makes money companies will throw money so that it makes more money. Coh2 is still quite popular as an RTS. |
Looks awkwardly at 3 hour match on DOTA2...
While they are longer than SC2*/WC3, AoE2 have pretty much long games like CoH2.
*I think the average time goes down heavily due to cheese n all ins. Though the late game is achieved way sooner.
As far as length time goes for COH, i think that VP bleed could be adjusted in future games, in order to speed up the game as far it goes when a player/team is defending 1VP vs 2VP and not trying at all to contest and stalling.
I'm not saying that the game drags for too long, the game is designed to played for that long, reducing vp count might make the game time shorter but won't be enjoyable to watch(for me that is late game is something that i like) unless one only cares about early game. |
Poggers
Hopefully coh2 becomes esports.
Extremely sadly, i don't think any RTS will come close to SC2(in terms of being an Esport). Coh2 matches are too long for audiences tbh. |
Compared to rifles the compensate that with higher dmg from kar98 and better accuracy standing still vs Rifles and with G43s better moving accuracy and also higher damage but lower overall accuracy. You win some, you lose some. Also cheaper so it does fit in nicely overall with OST.
I'd say Jackson should penetrate 9/10 hits on max range to most mediums. Less than that it becomes slightly unreliable since it can't bounce anything. It's still a greater matter of map design and game mode than any "balance" problem.
OST Panzer IV can take on Jackson if it gets close to it, easily since the large target size won't matter close range to P4s 0.5 moving accuracy.. If the Jackson is supported by at least one unit to utilize max range and get the first shot in, then no. Even with the windup/down, Jackson is the best AT tank currently in the game, probably followed by Stug or JP4.
Vetted Firefly is cancerous when supported. There is no doubt that Jackson is on top of the food chain when it comes to pure AT power, denied only by heavy tank destroyers and paks. Does that warrant a nerf? Not really. Something else would take the spotlight then as the best AT gun and there would be debates about that being OP.
This whole thread is pointless tbh. Jackson is only good vs AT and P4s is a generalist tank and both can kill each other and excel in different parts of the game, with different timings. Heck, 1v1, AEC can take on KT by just running around it. Doesn't mean AEC is OP nor KT is UP.
My point is everyone has something that other do and some that they don't. |