Oh poor baby they actually want you to pay for content....omg... welcome to the real world kids, you guys are seriously pathetic sometimes quit acting like you live in a jar for real and why should Relic have to give away their commanders for free if you play a lot... what would be in it for them then? You guys whining about actually having to pay for shit make me LOL, I mean come on seriously. Get a job kids then you can get stuff no one gonna give it to you and they shouldnt have too
WORD
how dare they try to make us pay for new contents! Heresy I Say!
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some of this commander's abilities are featured in 'no retreat, no surrender' mission of 'southern front' dlc. more man power, faster infantry building, retreat feature disabled and the comissar who's like leftanent or captain in coh 1 i guess. i think there is fuel penalty but im not so sure, gotta check again. |
Their are more options for the soviets to remove mg42's. their are no options for the germans to remove maxims. Until the maxim can be properly flanked the riflenade should stay. But sumply put both the maxim and the mg42 need a major overhaul they are both worthless
what more options do soviets have? just curious |
I personally dont mind if the 2 armies fight on west front but what I cant stand in coh2 is how catonnishly the war is represented.
In coh different munition types had different effects on infantry and terrain - look how the 105 pulverized squads of men, sent their bodies flying and pieces of the map such as fences, rubble, vehicle wreckaed flying around the map.
Mortars left a distinct crater in the ground and tank fire did the same, every little detail was included and even though the game it self may not have been so "realistic" the visuals were the most accurate of any rts I have ever seen.
Now in coh 2 instead or real high explosives satchels look like some Hollywood fire ball, there is no real terrain destruction all the weapons leave a black smudge. The railway arty doesn't even shift a guy they just fall down whre they got hit. The attention to detail and the physics are severly lacking and combined with the super colourful UI the game looks like a damn cartoon that I cant take seriously.
COH painted war in the brutality that it has, coh2 trivializes it, stuff like constant molotovs dont help.
If they fix these problems in the expansion I will personally be thrilled.
not really a problem for me and ppl i play with... |
... maxims like mg42 are meant to be in the back not in the front so thats why it gets riflenaded.
good thing the rifle grenade range is like the molotov's. |
Translation: "my opinion is based entirely on hearsay, and I have no actual experience with this game."
spot on diagnosis doctor. the board is fully behind on this one. |
man, what are you smoking,your rules would probably be good for a balanced 1v1 but not for 4v4 , people play 4v4,3v3 for fun, you want to take away fun from the game?
not really. I play a lot of 3v3 and 4v4 and in my experience(in an even game)by the time those tanks are called in, players have enough units on the field so that calling in the heavies will make them at least 75% pop capped. so the players with the heavies just stockpiles excess of resources except in the case of reinforcing or mining. by the time heavies are killed, the players have already enough resources to call in another one.
too many times my team was like "let's focus on that tiger, elephant, isu 152, or is2" and we'll actually get them, but there are replacements in the fight 30 seconds later.
i would very much like 1 heavy per game per player. |
Scripts with molotovs destroy mg42 i see no reason why grens with riflenade cannot do the same.
And i see no reason in your suggestion to use very frail support weapons to counter a cheap maxim.
molotov, grenade short range and rifle grenade long range???
if mg42 gets molotov-ed by flanking con, it's a fair game. if mg42 gets molotov-ed by oorahing, charging head-on con, it is also a fair game because you know what that con unit is gonna do as soon as you see it oorah into your arc. also whether you don't pack up and keep bruising the con or you pack up and keep suppressing the con, it has to retreat. and same goes for non rifle grenades.
on the other hand, rifle nade means maxim has to pack up as soon as it sees a gren even if they are in the arc, because grens don't have to get close to rifle nade. |
thanks |
There is a recurring suggested fix for the Soviets that would greatly help with their mid game problems. It is to swap the SU76 to T3 and the T34 to T4, greatly reduce the fuel costs for T3 and increase the fuel costs of T4 (might also need a slight increase to T1 and T2 to slow down T3, without overpricing T4 tho). This way, T3 comes a little earlier, Soviets have a halftrack to reinforce from a little sooner, the T70 and SU75 come earlier to deal with the light and medium vehicles of the germans, and give them some breakthrough capabilities vs turtling germans a little earlier as well. While the T4 then has a synergy between the T34 and SU85. It's the perfect fix, which after some balancing, will provide the soviets with a healthy mid to late game and also improve their combined arms tactics.
EDIT: such a change would also allow for better call-in oriented tactics, like stalling at T3 for your call in tanks; or for a more infantry oriented commander, skip T3 and stall for T4 vehicles. The key here is that both T3 and T4 would provide a mix of units which compliment one another at different stages of the game, instead of the current all "offense" of T3 or all "defense" of T4.
Here is a Reddit thread detailing the suggested changes:
http://www.reddit.com/r/CompanyOfHeroes/comments/21jmvg/so_regardless_of_the_early_game_which_has_reach_a/
that would be actually really interesting; making t3 mid game tier and t4 late game tier. i think that would be more interesting than right now where you are just waiting for 50 more fuel while pumping out two-three more units to feel the gap as soviet. |