The video doesn't prove much since it's basically pointless for the thread. The only 2 relevant points are the mentioning of the different fronts and that not everything was Western front trench warfare.
That been said, would weaponry and vehicles on that time frame, would work well for the dynamics the franchise of CoH has ?
If you look at the mod as a starting point, you'll see that it looks like a squad based watered down version of Men of War, in the sense of how combat disposition looks like.
Forget about naval combat/support. Forget about vertical combat, engine proved to suck handling different heights. Practically 0 tank warfare and mostly vehicle as logistic/support style. The few tanks would handle like JT or Stugs with the exception of small light tanks like the fiats.
A WW1 RTS could work, but it wouldn't play like any CoH game. I don't think Relic would gamble their last golden goose in such a risky maneuver.
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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: Why shouldn't CoH3 be set in WW1 instead?22 Jun 2018, 20:35 PM
In: COH2 Gameplay |
Thread: British snare problem and potential fixes22 Jun 2018, 20:20 PM
It was removed becouse call in battlegroups were too expensive and i think people didn't really like it. I think it was mostly removed due to the whole gimmick design of UKF having "operations" or big package of commander abilities which would lock all other abilities for some time. Also USF showed us that the concept of several units for a high cost, doesn't work unless we talk about no tech double T3485s. In: COH2 Balance |
Thread: GCS2 Barbarossa faction win rate22 Jun 2018, 04:13 AM
UKF been the least popular faction wouldn't be an issue, if that would had been the case prior to any previous patch. People who use to bring UKF, not longer doing so, is another alarm. UKF right now is like OKW post rework, without giving it the proper tools for a normal faction after most of it's clutches had been removed. Imagine current OKW without having access to MG34 and Volks without faust. Problem comes when you try to limit factions basic tools, while powerbudgeting other aspects to compensate. There's a fine line between having a balanced strong unit/aspect and having it so strong that the best strat is to completely spam the hell out of it. PD: winrates on it's own doesn't say anything unless there's a heavy discrepancy, specially with small sample size and skill/map bias. But if something talks like a duck, looks like a duck and moves like a duck. It's more than likely that it is a duck. In: COH2 Balance |
Thread: Ardeness Assault MP maps into automatch21 Jun 2018, 20:15 PM
You can't still add manually more vetoes ? IIRC i read that they were added automatically based on number of maps in rotation. Worst case scenario we have more vetoes. Since i don't have AA, do this maps have any issue with base layout, buggy houses or unique elements which are not present in any other map which could be buguos? Just food for thought. That been said, gogogog. |
Thread: Return of Relic Pro/Am and there will be a new update!21 Jun 2018, 20:06 PM
All unreleased commanders needs little tweaks. Balance guys will do a good job. Pretty big understatement. It would be easier and better to add salvageable abilities into existent commanders, than having to rework any of the unreleased ones. Example: NVKD with commissar In: Lobby |
Thread: Return of Relic Pro/Am and there will be a new update!20 Jun 2018, 23:50 PM
2 of them could be seen on automatch. They weren't released, because they are Tiger Ace release busted. Similar concepts and mechanics have already been implemented and removed from the game. There were other concepts been tested but i think it end up been absorbed by USF/UKF/OKW. The only "unique" unit would be the commissar. Giving different weapons/abilities to old units is not necessary new content. Giving units/abilities from other factions is not "new" content either. Urban Assault Doctrine: -Urban PG: A unit which you could buy armor and put (2x) flamers. What could go wrong. Basically same situation to Riflemen/Penals flamers were. -Direct resource manipulation has been removed from the game. -Strategic bombing: UKF basically got it and it has been "reworked" recently. -Mortar flame barrage. Basically what ISG got or what MHT always had. Not one step back: -Reverse soviet industry. -Resource manipulation again. -It was basically maxim spam. -Commissar is the only unique unit we know off which could be implemented, using the same or other mechanics. Green T34: basically a puma in the skin of a T34. If you like your units been randomly stunned, you would like this. If you think ram is a great mechanic, this would be your unit. T3485 ace: because we need units coming out freshly with vet 3. Call in tank bundles have been removed from the game. I would release them, but not for automatch. Custom/AI games are fine with them. In: Lobby |
Thread: Axis sniper stealth problem !20 Jun 2018, 17:19 PM
TIL combat situation is only for hits.
Small test i done. Single model squad with invulnerability been targeted by different weapons with focus fire false ("scatter weapons"). Several other single model squads been put at it's sides and behind. -While performance changed depending the weapon, all of them would be able to hit models from other squads. Things like .50 cal doesn't have too much horizontal scatter, therefore it was only killing models which were behind the one which was targeted. STG/BAR/MG42/Kubel had a more widespread hitting. -Even if the target behind them were cloaked (snipers with hold fire), they were revealed by the time some "scatter" shot hit them. In: COH2 Bugs |
Thread: Counters to double Churchill(basic) as Okw?19 Jun 2018, 16:07 PM
I think that goes for any build in general: exploit what it can't do if you can't beat it at its own game. This kind of logical thinking process is banned from this subforum The real issue is identifying it In: COH2 Balance |
Thread: Counters to double Churchill(basic) as Okw?19 Jun 2018, 15:01 PM
Chill. Attack the message, not the messenger. I mean it would be 2EZ to reduce the discussion to random player giving advice and reasons as to why GCS champion didn't manage to win with UKF in current patch Reminder this thread is about how to effectively counter 2x Churchill (probably with AT IS support) as OKW. The whole, Luvnest should had done XYZ in order to win, can be easily mirrored by his opponent doing XYZ tou counter the opposite. What i tried to show to OP, is that going that route, makes your army lacks flexibility. In: COH2 Balance |
Thread: Counters to double Churchill(basic) as Okw?19 Jun 2018, 14:44 PM
I'll agree with only the first 2 points. Offmap was used cause he couldn't find a way to break through Talisman line, same situation in the 3rd game when he was OH. Sometimes offmaps are not used for it's kil potential rather than I REALLY want you outside of this portion of the map for a minute. Tulips were indeed a better option, but they are no longer as powerful as before. He wasn't able to make a full push with all his vehicles, because he was either repairing them or been forced to use the Churchills to kill Volks squad as his push and AI potential was limited. The moment he had popcap for another RE, it was either because several of his squads were low on numbers (meaning he wouldn't be able to reinforce) or he lost some other squad. You are looking it at the perspective of the people who have constant vision of the map and composition of the enemy army. Yes, Luvnest biggest chance was to all in at some point against the slow grinding playstyle of Talisman. But all ining is not the position you want to be put on. UKF isn't the king of aggressive play and he wasn't able to get the "other side" cause his army was double churchill. 5 Volks, SP, 2 medium tanks can reposition faster than 2x Churchill, 2 IS, 2 RE, Commando. You said Luv needed a 3rd RE, then that means something else has to go. Which is the whole point of this thread. You can't go double Churchill without having another aspect of your army lacking. If you get a FF you are too strain in order to be able to repair your vehicles and your infantry/support play gets a hit. If you go for AT guns to support your Churchill, you are opened up to getting them killed by indirect fire and you don't have any reasonable way to chase down vehicles which are slowly poking at your vet feeders. In: COH2 Balance |
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