Actually, it's pretty applicable. It's clear Relic is taking inspiration for this commander system from free to play MOBA style games, as a way to monetize the game after release.
I also think the MP mode should go free to play with just 3 free commanders, and maybe 1 co-op ToW mission and some better tutorials.
But they kind of have to fix a lot of technical issues before that. |
Because, sometimes flanking and molotovs just isn't an option at the start of the game, and at that point you need the extra utility from other units. |
Can the ISU-152 even shoot while moving, or does it have a long aim time?
I just don't think the Wings/Ricky game was all that interesting, it was just a spam fest that reminded me of team games than a skilled 1v1.
Look closer at what the German player did, he basically just spammed Tigers and drove them straight at the enemy, then every now and then clicking a button to pop smoke. Then did that even more once vet 2 ridiculousness came out.
Wings did just build SU-85s, but that was in prep for the tiger he knew was coming, and even that's boring.
Last I checked, vehicle spam of any kind isn't considered a high watermark of play.
But, the cast was still entertaining, so a good one due to the number of vehicles. |
Actually, the Jagdpanther's front and side armor were no better than the Panther's. Meaning the usual stuff works, you just have to be faster at it since it can kill Soviet tanks faster.
Thing is, we still don't need stuff that just kills Soviet tanks faster, there's plenty of that as it is. |
Nah, it's most likely a percentages issue. Remember that it fixes up T-34s and SU-85s to full from almost nothing, and those have considerably more HP.
Somewhere there's a misplaced decimal point or something that's causing that last 1% to stay broken. Trick is, finding that bit of code doing it. |
Agreed. Even though I dread facing that thing, it's best known for the Eastern Front first. It needs to show up and make itself known. If there is any tank anyone should dread, it is that baby.
Besides, I have 3 King Tiger miniatures on the shelf next to me. Gotta show some love for the Schwere Panzer Division. |
Trip flare is fine by itself, but also highlights why making it infantry deployed is problematic.
People don't use trip flares enough because there is already a gobsmackingly large amount of micro needed to play this game.
Humans, despite what the media and society says, are not good multitaskers. In fact, the people who think they're most able to multitask are the ones who are the worst at it.
Most of how you win in CoH games is catching people making mistakes in micro/multitasking. Any ability that adds another thing to multitask tends to be used less because even if it is useful, it adds to the windows of opportunity for your opponent to make his move and really hurt you.
Heck, see anyone ever really use the Riegel half-track mine? It's very powerful, but again, no use because you need a specific unit to place it, then to micro that one thing out of your entire army to to do so, then pay a higher than normal cost. |
Had a game where I built 3, 1 was destroyed to test the AT effectiveness.
I gotta say, in 3v3 and 4v4, it's great for helping against the usual tank spam.
http://www.coh2.org/replays/8840/b-4-203mm-owning-tanks
But it was also a bit much combined with the constant rain of Katys along with this heavy barrage to blow up the big guys.
It's pretty invaluable when fighting the type of German players that plan to sit back and amass tanks. |
I purchased the Soviet DLC commanders once it was announced that bigger balance changes were in the works, and actually shown some of them.
I'm cool with the need to get income, and yadda yadda. It's always been about maintaining actual balance of the whole game.
But I'm going to have to say it, while I don't think these new commanders are overpowered (besides bugs and unintentional issues), I do think they they provide a distinctly powerful variety to a player who has them.
Variety meaning they have more tools at hand, meaning they're more likely to have the right tool for the job, even if they can only take 3 commanders at a time into a match.
Variety is a quality of its own, and this shows even more in team games.
As such, I'd like to see some free commanders at some point that have 1 of the unique abilities of these commanders. Basically, it makes 1 of the unique abilities of each DLC commander into something freely usable. However, the remaining ability stays locked behind the pay wall, and of course any similar mixes avoided.
Alternatively, some kind of rotation of these paid DLC commanders into free use, every weekend would do a lot help the community adjust to both their use, and how to fight against them. |
This replay brought to you by the letter B, and the numbers 4, 2, 0, and 3.
Here's the gist. Looking at what the Germans were building and their ability use, I knew they would spam tanks. So, with a recently purchased DLC commander (only purchased because of the upcoming patch) I set about to provide my team with good ol' Soviet style heavy AT in the form of ridiculously large HE rounds being dropped on top of them.
The results, spread out over time, are amazing. Even helping keep an Elephant back far enough so its range doesn't matter.
Also seeing every German tank skitter into some dark hole the moment recon planes fly overhead is nice to see considering Soviets are usually on the end of that treatment.
Otherwise, a typical 3v3 full of spam. One German disconnected after getting thrashed out of his lane. Kind of glad it happened because then there would be even more tanks. |