The thing about Jacksons is that they're rendered quite useless by units that cost 0f. |
The design and balance of every faction and virtually every unit in this game has drifted. The Jackson is an entirely different unit from what it was originally. |
Options two and three aren't mutually exclusive.
Although I think commander veto, as well as faction and/or map vetos could also be considered.
Vetofest. |
Way back when I thought that the Soviet T2 should have the sniper, the DSHka, and the 120mm. All the call-in MGs and mortars would've been cheap maxims and current-stock mortars.
That was a time before Penals had PTRS. I still think Guards and Penals should've been switched as doctrinal units.
I would've either had the ZiS in t0, (since OKW broke that mold), and require two tier buildings of any combination.
But man, every time I start trying to think of ways to improve CoH2 faction designs as far as tier units and teching, everything boils down as proof that CoH1 vanilla factions, (and even Opposing Front factions!) are more dynamic, robust, and just plain better. That's affected by the decidedly superior doctrinal system though. |
Without any other context, my answer is 'Yes'.
Only buy factions.
Only buy on sale.
Buy fifteen copies of dolphin skins. |
Forgive me if I provide incorrect information, as it's been a bit since I touched CoH2 mechanics.
The second level doors will only be accessible for entering/exiting so long as the door isn't blocked. In this case, the door is 'blocked' by being in the air. Were the 'Z' level of the terrain aligned with that door, it will be used. It may be a matter of finding the magic pixel, or in this case, Z level.
It's the same reason a barbed wire fence can prevent one door from functioning in a garrison with multiple doors.
There is an exception to buildings with zero doors accessible, where if I can recall correctly, units can potentially teleport into.
That said there are a lot of buildings that as far as I can tell serve entirely cosmetic purposes, and don't appear to function (or damage/destroy) how one might expect. When Relic overhauled how garrisons functioned years ago, I get the feeling not every building was changed and/or tested. |
I have a theory here. There are only three possible outcomes when it comes to balancing CoH2 Axis factions:
1.) CoH1 Wehrmacht Clone
2.) CoH1 Panzer Elite Clone
3.) Hot Garbage
I mean, years of this forum have given us this precedent. |
Congrats. Even with such severe limitations you've manage you pull out some excellent CoH2 maps. |
The ultimate goal in Semois CoH1 was the famous "Semois Pin", in that case to a easy win or the prevent a flawless victory.
So all this WFA buildings will help with that (the "Semois Pin").
I see another good oportunity to use more different commanders in that map, like the new USF Urban Assault, USF Riflemans, SOV Terror, SOV Anti-Inf, Brits Engs and etc.
Maybe copy and past vcoh high income fuels will help with balance.
VCoH Semois:
The crushing inflexibility of the resource points in CoH2 has effectively crippled maps from having much variation while remaining competitive. Well, that and the total inability for the game to cope with 3D terrain environments. |
MG42s. |