- Nebelwerfer (preferably OKW, suits theme better; would be unique in gameplay in that it is rocket artillery, but is attacked like weapon crews instead of being a vehicle)
- Soviet Naval Infantry (as mentioned by Nebaka)
- Sandbags on US tanks (as mentioned by Panzerschützen; very recognizeable and unique of US army, also delivers that vCoH nostalgia & looks like in the movies ) |
Since Sturms are the only unit, apart from volks, that have voice lines for shrecks I support (...)
Aren't the Sturmpios' voice lines for Schrecks kinda bugged; I think they suddenly have a different voice (just like when they place wire). The difference is also pretty obvious. So with that kind of voice lines, it would be better to leave the Panzerschreck-specific lines away all togehter... as the difference is too obvious: So basically, if you order a Sturm squad that carries a Panzerschreck to move around, sometimes they have their normal voice, and sometimes they have the ''place wire'' voice, witch is too different to not notice. So not a good idea polish-wise. |
I think it's also due to the fact that many CoH 2 players aren't native english speakers.
To them, Overwatch will just sound like sth twisted, like the Overwatch from HL2. And many people like to go with the slightly exaggerated, but more powerful portrayal of the german army of WW2.
That's also the reason why Firestorm won, I think. These kind of names may sound kind of cheesy, but also more characteristic and twisted... many seem to want wicked, cartoonishly evil sounding german commander names, so that's what we get.
I actually think many of the other name suggestions were very generic and not very recognizable. You could interchange those with many of the unimaginative names of early soviet/ostheer commanders. A commander name must be recognizable to give the commander more character.
Lastly, I think the word "Overwatch" is simply defined and understood in a different way by people (the first thing I, as a non-native speaker of the englisch language, associated with the word "Overwatch" was some kind of a villanous surveillance of territory and enemy activities in it - and I admit my perception of this may have been influenced by HL2's Overwatch) |
Best not to get your panties tied up in knots over this.
Don't compare the units to anything realistic or else you will drive yourself crazy. The list will drive you completely mad. (How is it the Germans have all the powerful air support? How is it they have ANY air support while the US has little? Same question with regards to artillery. How come they get a Kubel and HT while the US, an army that barely walked anywhere, doesn't even have the ubiquitous jeep? Where are all the US mortars? Every airborne and armored infantry platoon had its own mortar section, and every infantry company had a heavy weapons platoon with 3x60mm mortars. Every Infantry battalion had 6x81mm mortar teams with a Jeep and trailor for each one.)
I already noticed all the things from your list before & they do indeed bother me a bit from time to time.
But the grenade thing (absence of Stielhandgrenade!) is a really obvious one, even by lesser standards.
I kinda know why relic reverted the grenade, it's because you had no way to knew what type of grenade the volks sqaud war throwing BUT
If we add a colored fuse for the inciendary, and the normal fuse for the frag one we could see what type of grenade is send
very good idea! Though, if they have no time and energy for that, I'd still prefer it if they went with the normal volks grenade instead of the incendiary grenade.
About the grenades not being distinguishable - actually, a player would want to dodge both types anyways, right? Unless in a building, there it could be more relevant, idk... I think the shared cooldown could've sufficed.
Also, did anyone ever really complain about them having 2 nades and about the return of the normal volks grenade? I didn't really notice anything like that. The Volks related complaints were of a differnet, more general nature (and about Panzerschrecks ). There was no real justification to remove the normal volks nade again. Seems like Relic just did some random stuff, blindly hoping people will like it. Well I don't like it! The change made a bad impression immediately |
Volks that cost more than battle-hardened Grenadiers? And none of the two has a Stiehlhandgrenade? (since yesterday the regular volks nade was removed again!)
What kind of a ww2 game is this?
I know, balance above realism, blah blah... but some stuff is just so obvoiusly wrong that it becomes an immersion-breaker. I really dislike the philosophy Relic has concerning these things. Makes the game loose some of its character and appeal.
At least the regular volks grenade should return. I've had enough of Relics pyromaniac fictional additions (incendiary nade) |
...though I'd hardly have an issue with gutting concussion for a vet 0 incendiary grenade and moving vet bonuses around to compensate.
As I said, that wouldn't even be absoutely necessary, as the vet lvl that unlocks the stun grenades also holds other bonuses.
Sturmpios are by far already the best repair unit in the game, thier utility doesn't require the grenade to be moved to them.
The idea to move the incendiary grenade (and probablly replace the stun grenade with it) came into existence when Sturmpios were more expensive; with such a change, considering a price increase again would be reasonable ofc; I forgot to mention that.
Also, about the utility aspect. I always disliked the idea that the relatively cheap Volks who are everywhere on the field should be the garrison deniers (through incendiary grenades); if the more expensive Sturmpioneers had the role to clear garrsions (with flame nades) a player would need to make more elaborate choices like going for more expensive Sturms in rather early game or not etc.
Also, as I said, it really suits the aggressive feel of Sturms a lot better to have such flame nades; I don't see any sense behind the frontline dudes that Volks are suppossed to represent having such a grenade - not balance-wise & not design/immersion-wise! Did the german army hand out incendiary grenades in large numbers (instead of Stielhandgrenades)? According to Relic they did. That makes even less sense than the molotovs on conscripts (which at least can be traced back to a cliché, so at least it generates some kind of a ww2 feel).
It doesn't take a complete ww2 buff to realize the absence of the Stielhandgrenade (in favor of a weird fictional flame nade) in a ww2 rts game like this.
In conclusion, if you want OKW to get their weapon unlocks and grenades unlocked through teching like Ostheer, they have to pay the prices that come with those upgrades, in the form of more expensive teching costs. Otherwise, the only way to balance them is to give them seperate side tech to pay for these upgrades with.
I generally agree with this statement and would like to see the old volks grenade return in the process. Also, with the 100% income, OKW should follow Ostheer in the 'german theme' of high tech costs. If german stuff is more expensive, that somehow makes it more ww2-ish.
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would require an overhaul of sturmpioneers because they already have a shitton of buttons on their command card.
I would put it in the place of the stun nades - and remove the stun nades!
This is simple to do also, as the vet level that unlocks the stun nades also ofers other bonuses; so they'd just have to...
- remove the stun grenade from Sturmpios
- give Sturmpios the incendiary grenade
- move the Incendiary grenade button to the old position of the stun grenade
- remove the part of the veterany tooltip text about stun grenades. The corresponding vet level still has another effect, so half of the text could be kept.
- retun old volks grenade!
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Volks regular grenade removed again
Would much rather have seen the flame nade move to Sturmpios (& keeping the old volks nade!)
It would suit the aggressive spirit of Sturms, as they are meant to be assault troops and will often be near buildings. No representation of the recognizable Stielhandgrenade with any of the frontline troops of the german armies in the game is quite a step in the wrong direction from a design perspective. It's a ww2 rts after all!
Brits have the iconic mills bomb, americans have the pineapple grenade everyone will recognize as sth typical of ww2, soviets, well, they don't have their regular nades, but at least the Molotov will be typically associated with the soviet army... but nobody would intuitively associate 'incendiary grenades' with the german army of ww2! The design of giving the western front german frontline troops incendiary grenades instead of the normal, iconic stick grenades is not understandable at all...
Relic has reverted other changes before! And the normal volks nade should definitley return, even if it means the incendiary grenade has to go OR be moved to Sturmpios (an idea many seem to support!! ) |
yes!
Taking into consideration the overall late-war theme of CoH 2 I think it would contribute greatly to the atmosphere of the game seeing more T34/85s in the late-war surroundings that many maps present.
It's also a shame that such a representative piece of the soviet arsenal would be locked in only some of the doctrines.
In the end, CoH 2's problematic system of too many commanders is the reason why this request would now feel necessary. If some doctrinal units are not repeated in enough commanders they loose their representative power and don't feel like a full part of the corresponidng army anymore, but rather like sth that was pushed aside. Just look at how the 'Sturmtiger', often deemed kinda niché and obsolete, was ''put away'' in a commander. This is a direct consequence of the (IMO flawed) approach to commanders. A great number of commanders can be done (and is nice IMO), BUT doctinal units have to be in several commanders then to not get lost in the shuffle! |
My point is OKW needs a non doc mg of som kind
I know and I am not against it.
But, if the mg was in more doctrines, I imagine complaints about it's absence in the non-doctinal arsenal would be fewer. With so many commanders, Relic need to repeat call in units in order to not make them feel half-absent from the corresponding faction. My point is, the idea of doctrinal mgs could've worked if Relic had handled commanders differenlty concerning the frequency of call in units in them. |