Let's be honest. This is a bad decision. A dynamic campaign is not very interesting, it is a Skyrmish set and not a campaign. In alpha, I was terribly bored. You are making a campaign game that focuses on the people in this war. And a dynamic campaign is the worst choice to show it. CoH is not Starcraft, but here you should be equal to this game. And although I do not like StarCraft 2 as a strategy, but this is a masterpiece single player campaign - history, unique missions, cutscenes. |
With CoH2, this is a complex issue. The main funds for the creation and responsibility for how crappy and cheap the single player campaign was was on THQ. I think the frankly terrible CoH2 single player campaign turned a lot of people off. On the other hand, Sega, which spent $26.6 million on Relic and the franchise, clearly didn't want a major overhaul of the game and wanted a release as soon as possible to recoup their investment. Again, Sega did not want to fix the situation with the scandal of the single player campaign and simply ignored the criticism and did not want, for example, to create a large Soviet DLC to fix the situation, but pretended to be dead and chose the simple and easy Western Allies option. |
There was an episode when if you come across a map of Pripyat, then this is an auto-win for the Wehrmacht, and although I madly love Pripyat and Summer Rzhev, but the Elephant in the center of the map just made the game meaningless, the only thing that could oppose the Elephant is ML-20. But the commander with the elephant had (still has?) reconnaissance and Stukа bombing. |
Oh yeah, talking about mortars brought me to another memory from the early game. MG-42 spam that was in the houses, neither two nor three mortars nor a 120-mm mortar caused damage to these houses. |
Yeah, remember that. But I think they had shitty mosins so PPSH was a mandatory upgrade, yet, I remember that people placed them behind sandbags on VPs or close to them and it was literally almost impossible to force them out, because of their armor.
This would make sense if there were other upgrades besides PPSh. For example, captured panzerschrecks or rifle grenades or something else. |
Guards and shocktroops available at 1CP, after CP value change. Meaning that old 1CP became 2CP, effectively making shocktroops and guards having half CP timing.
The Shock Troops had another feature. They started with Mosin rifles and bought PPSh-41. |
Yes, IS2 used to have stun.
It didn't work anyway, the IS-2's main gun was so bad that a 3rd veteran could only dream of. No damage, no veterancy. |
I am pretty sure the IS2 used to have a stun mechnaic where even if it didn't penetrate the shot could cause a stun. Made up for the shitty ROF and with VET made it better than the tiger which was also strong as hell.
Stuka dive bomb could be used in base sector, you could be losing the entire match but one good retreat along with stuka dive bomb to opponent base would at minimum get you back in the game at best get you a rage quit.
This was the ISU-152, as far as I remember, the IS-2 did not have such mechanics. |
Oh yes, the start of the game: there was a ton of broken units from the Wehrmacht.
- Panzergrenadiers, they only had an upgrade for one panzerschreck, so they went around and melted everything around - infantry and tanks.
- Panther, it was a beast and not a tank, he had everything - armor, speed, damage against armored vehicles and against infantry. So a bunch of Panthers rolling around like a skating rink on the map. I remember a case when 4 of my ZiS-3s shot at the engine of a departing Panther and only bounce, bounce, bounce, not a single scratch.
But it was fun, there was no limit on heavy tanks. So in the end the game turned into a huge tank battle. |
Which rank are you playing that you tech nades that early on and not get punished? Spending fuel and MP so early for nades in any decent rank, delaying the AAHT/Stuart will net you a loss, especially since that early on, it's real easy to dodge nades due to there not being a lot of chaos/units on the field. I'm guessing that early nade tech is great against slower players.
I always unlock a grenade after the second squad of Riflemen. In my experience in team games (3 vs 3, 4 vs 4) this is the best start with which Riflemen will be most effective. As I said, many times I got to get one of the players out just by wiping his squads with grenades.
Edit: The last time I played for the USA I was 17th rank. To be honest, this is too easy a faction for me, so it's not interesting for me to play for the USA. |