http://www.coh2.org/forum/47/coh2-bugs
^^^
This is a very refreshing sight to see: responses from Relic concerning reported bugs. Just look at the first few pages. After a couple years of mostly radio silence, outside of (at best) cryptic responses, having acknowledgement of game issues is nice to see. (Even if it is just saying that it can't/won't be fixed any time soon.) |
Valid question: WTF else do you want to see out of USF?
More Rear Echelon? Choosing the Assault Engineer doctrine and putting a few of those goobers out?
All support weapons and vehicles are locked behind a fuel cost AND require making another infantry squad. Unless USF just floats manpower until they get enough fuel, there's nothing else they can do.
That said, what's more at the root with most blobs are how the maps are designed, especially when the major gets on the field and sets up his mass retreat beacon. |
If the Brits started with a Royal Engineer, their early game would morph into an Axis OKW. The REs could support the Bren while the ISs are churned out. REs are worse than Sturms, but Brens are more combat oriented than kubels, not to mention capable of garrisoning the REs.
This would also allow for Brits to be able to have their REs right in position for a bofors the second that tech is researched/rushed. In team games, having a starting unit able to run out and build, say, a mortar pit, would be ridiculous. Even if it made sense for 1v1s, I don't think it would translate well into team games to be worth such a change. The way I see it, it'd be arbitrary change that would allow Brits to be able to rush emplacements into key positions a little bit sooner/easier. |
Also, a game like CoH2 virtually requires watching replays and visiting sites like this one to figure out what is actually going on. If you followed only what was in game you would have more wrong information than right I'd wager. It's not like unit stats are available in game. Those exist from people digging into game files and mod tools to actually learn what's going on.
That's a hell of a lot of work, and I mean work, that goes into learning how to play this game effectively. Very little about CoH2 is obvious to the player, and that turns a lot of people away. |
If your friends don't know RTS games that well, then you've got to introduce them to the whole concept of what the game is about. Also, if they don't know much about WW2 then you have a whole other level of information that you're taking for granted. |
My guess is someone mixed up the multiplier and no one caught/tested it. |
Four man squads in general have trouble staying alive on the front lines. Every squad I can think of I ever have trouble keeping alive/vetting are four man squads. The most complained about units for being flimsy are all four man squads, except for the (rare/non-existent) ones about Penal Battalions (wrry can't they get long range back or dp-28s...)
Rear Eschelon are/were the only real exception to this rule, but seemingly only because they earned a fifth man.
Ostheer feels the effects of this the most with all their squads being 4 man, save for Ostruppen and Assault Grens (lol).
I quite frankly think that Grenadiers should in fact be, or be able to become 5 man squads. I also think that this welcomes an invitation to tweak allied infantry to compensate.
But more than anything the ah, 'wipeability' of 4 man squads is something that is more important to look at. CoH1 managed to get away with 2 and 3 man squads without such results, I wonder how much of it has to do with truesight putting so many units out of position in comparison to actually get wiped so often. |
What is the point of making something immobile unable to fire?
(But honestly, sarcasm doesn't transmit well across the internet, nor does it translate well. I wasn't being particularly serious.) |
7500 hours played v 460 hours played.
lul. With three players with 0 hours played, I wonder if it was someone trying to show their friends the game. To ill effect I presume. |
Hulldown should give Axis tanks Brace. |