As someone with a lot of time invested in vCoH, I'll say that most of the people I game with (a lot of vCoH players, especially in the mod community) tend to snicker a lot at CoH2. We've made CoH2 the butt of so many jokes; bugs regarding the Vickers, balance stuff like the ollllldddd KV-8, 'Glorious Heavy Battle Tonk Thing' (ISU), Leig, Konigskubel, and other abysmal balance choices, including several under the supervision of the old balance lead, PQ (who was balance lead in the mod I code for, EiRR, before we cast him out with much torch and pitchfork waving).
Tl;dr, I find vCoH has more character, better mods, better voice acting, and none of the silly shenanigans that run rampant in CoH2. I'd say stick to vCoH, but others will be quick to tell me to 'sod off, CoH2 is better, you're just stuck in your ways, CoH2 can do no wrong, etc etc etc' or somesuch. -shrug- |
Thread: Penals22 Sep 2015, 14:27 PM
Keep the ROKS upgrade, buff dat cooldown at mid/long because MUH SEMI AUTO (can't believe I'm saying it, but +1 alex), and maybe, MAYBE buff the short range cooldown as well (semi auto -> "chyort dmitry, enemies 10 m away (((( better dump the mag )) taek thet fascist ))) yuo go to gulag ) )
We could also make them full on demolitions experts with access to a massive range of grenades/demo options as they vet, and maybe reduce the muni costs of their abilities as they vet up. |
It's just absolutely a clusterfuck of unprecedented proportions. Because of this bug the Brits don't even get access to one of their three early game units. WASP is quite weak now damage wise, vickers k upgrade was always weak, at least tommies are facing down snipers that are slightly easier to kill now. They're going to get eaten alive regardless.
How does one go about 'mounting' said scope? As I understand it you need to put the MG in a building, get Vet1, exit, decrew it, recrew it, get in a building, reach vet 1, rinse, repeat. Is it simply applied every time you enter a building (which makes it even more retarded than I previously thought)? If it's only applied per recrew I swear we could just hold players to an honor system, and if they attempt to cheese that shit, DQ their ass. /shrug |
1) Dat photoshop.
2) Slot items can't be used by squads that are crew weapons, since the actual MG/ATG counts as a member of the squad and if it ends up picking up the slot item/a squad member who has a slot item ends up as part of the gunner/loader combo, then...yeah, the squad goes batshit; I tried some stuff with this back in vCoH, can't remember EXACTLY what happened, but the tl;dr version is that drugs/slot items on crew weapons are bad, mmkay? |
Lategame vCoH US was by no means as weak as people make it out to be. We seem to be forgetting the utter troll that was a pair of RRs, and how the 40 MU AP rounds ability on the M1 57 mm was a massive, throbbing cock of an F U button against pretty much anything on treads. Pop it, and enjoy nearly guaranteed penetration vs. anything that's not a KT. Damage through the roof etc, only issue was that the 57 seemed to be built by a gentle old grandmother, knitting it in her rocking chair (unless you chose armor doc, if you did, then it was just stamped out of a single piece of sheet metal and shit out in ~5 seconds ))))))) ).
Anywho, I really fail to see the point of the USF. Their infantry is...meh, and the only inf that bleeds harder than Rifles are Tommies, and Tommies can lay the boots on Jerry tbfh. Their 'WAW MOBILITY' Sherman is basically a re-skinned clone of the T-34-76, and, oh, is mirrored (as far as I know) by the new Cromwell. Their ATG is worse in every respect, other than +10 range which...really doesn't count for much. Sappers (ain't no stinkin Royal Engineers...only Sappers!) are far and away better than RE. The Jackson trumps the Firefly, that much is true, but you don't have much to meatshield for it. I just...there's nothing to do that's outside the box for the USF.
The enemy knows EXACTLY what's coming unless you attempt some braindead Cheesetruppen-RE spam build, and that just doesn't work. It then comes down to who executes their going-through-the-motions routine the best. That magical timer is always counting down, since there comes a point where you simply can't keep up with the micro burden, attempting to keep EVERYTHING moving, spitting out all of the abilities (smoke, HVAP, smoke, grenades, smoke, mines, smoke...did I forget smoke?) that you absolutely must make use of to get the most out of the factions.
The most irritating issue for me is the lack of field control, per se. Without docs, you get no mines, no sandbags (and when you do get them they die if they get sneezed on), no elite/CQ infantry, no specialist assault/AT troops (double bazooka rifles/REs/Captain? AT Inf? HAH!)... I mean, yay, you get tanktraps and wire, that's something, I guess. The HMG is meh, expensive, and tends to drop dead thanks to the excellent coding quality from Lelic (COUCH rec. acc. mods COUGH). Pak Howie is still 480 MP, 11 pop, yes?
The list goes on; tl;dr, they're stale and boring and repetitive to play, you need to be smoking crack to effectively micro everything, and every second the game goes on, you start to lose. Hard. And that's assuming you're "winning" at the outset. |
The 9.75 inch flame mortar ability refers to an experimental Valentine that was in development but never produced, and an EBP for it exists (though no model, it's got the Priest as a placeholder), so at one point they were thinking of that ability being a tank call-in rather than an off-map artillery attack.
Sounds like the Conqueror Orbital Laser Cannon from WoT... |
So, sorry, as a coder, I only read one line...
TARGET TABLES.
I can die a happy man now.
|
Rifles moved to T1, made 4 men by default.
Vet1: Sprint unlocked, +25% accuracy while moving.
Vet2: -25% rec. dmg., -40% cooldown, +1 Paratrooper M1 Carbine slot item, ability costs -50%.
Vet3: +1 man, +1 Paratrooper M1 Carbine slot item, reinforce cost reduced to 23.
Sprint and the acc. while moving bonus at Vet1 are there to promote the 'Gotta flank m8' attitude of the US, and the noted lack of an accuracy buff is countered by the doubled cooldown bonus; I rather liked the idea of accentuating the semi-automatic nature of US arsenal while not slapping silly accuracy buffs on them. Cheaper abilities slow, slightly, the munitions bleed of the faction. Of course, +1 man at Vet3 and a reduced reinforcement cost is welcome. The Paratrooper Carbines are there just for flavor, and because they're generally better than the Garands, but not silly OP.
Bazooka and BAR upgrades separated again; when purchased, BAR upgrade adds 1 BAR slot item to all Rifles (on-field, and those spawned later). They can, of course, grab a second if they so-choose.
AT RNade unlocked w. grenade unlock.
Bazooka cost reduced to 50 MU.
Defensive stance goes away, replaced by vCoH-esque suppressive fire ability. |
...back to vCoH and play something like the Europe in Ruins mod? Beats the endless whining that seems to perpetuate these forums. Okay, as an ex-EiR RGD coder, this is sort of a shameless attempt to get a few players to play, but it's not a bad mod and we need bodies to populate the launcher. That, and we have stuff like the Comet etc. so you can rub off your UKF boner with a persistent British company or something while you wait for the release.
www.europeinruins.com
Sorry if this isn't off-topic-y enough of a spot to put this thread. |
New Konigskubel unit. |