i dont even...
Someone, meme, please.
oh god that comment on paras thats gonna give me a seizure. Paras are good infantry and don't say im OKW biased please I play alot of allies as well. |
GG WP #datcomeback |
S-Mines launchers = explode on impact mines. like the one in the Tiger Ace campaign in coh1. |
Cruzz the enlightener Kreygasm and I think the volk suppression bulletins reduce AoE suppression received so that kind of means that you can blob rush with those suppression bulletins. |
It's called an AT Gun Kappa |
wunderbar!!!! |
lol stray rounds are alittle dumb. There was a video where this guy's pak shell went across the map and killed the USF Ambulance. It was targeting the riflemen. |
it has a set up time unlike the usf AA halftrack. |
I have been thinking about the flaws of coh2 in its commanders and call ins system. These are the proposed changes and why they will bring a game I think will be much more fun because of two major traits that bring a good rts game: variety and balance
All call ins are abolished except for partisani and ostruppen. Commanders are still alive, and we will see why.
Let us go through the new buildings for the main two factions, as I will only cover these now for ostheer and soviets.
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Soviet players can build any base t2-t4, and then once that is done can build t5
soviet t1: conscriptniky/ engineer/ Maxim mg: this is an old relic ready for battle at the start of the war and for each skirmish in a infantry company
t2: snipers/ penal battalion/ m3/ all commander reliant infantry unless specified in another building/ 47 mm at gun(not commander reliant now)
t3: dshk hmg(commander)/ Zis-3/ 81mm mortar/ 120mm mortar(commander)/ t-70: this is placed here to reflect the large presence of light tanks in the soviet army early war, and give the germans a need to have some type of AT early on (if the t-70 is built)/ guard rifle (commander)
t4: t-34/ m5/ shock troop(commander): placed here as shock troop would of been a later war conquest type of unit for the soviet army pushing back on the germans, and allow for the germans to not get ownt by shock troops early on/ KV-1(commander)/ su-76
t5: IS-2(notice this isnt commander reliant anymore)/ t-34-85(commander)/isu-152(commander)/ katyusha/ su-85
Other changes:
Community defense tactics now has the dshk at one CP and tank traps can be built by combat engineers for any commander, resulting in a free slot in community defense filled by an il-2 anti-tank bomblets strike, while the other slot for the 47 mm is filled with conscript dp machine gun upgrade ability
Conscripts now have the following upgrades: One DP mg (commander reliant) or ppsh(no commander needed), molotovs or grenades, AT grenade
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Ostheer
Same rules for buildings and having to upgrade tier to get a new building, but now when upgraded once germans can decide between a more static (tier 2) or more mobile approach (tier 3)
teching up costs much more from t3/t2 to t4 compared to the other tech ups to encourage german players to consider using the earlier options and having heavy tanks not dominate the game
t1: pioneers/ grenadiers/ scout car/ assgren(commander)
t2: MG 42/ mortar/ Pak 40: The germans may deal with the t-70s and the new t-34 rush with the new building system this way, and dig in early characterizing the more static and defensive ostheer forces/ half-track/ mortar half track(commander)/ stug/ stug e(commander)
t3: panzer gren/ puma(commander)/ command panzer 4(commander)/ panzerwerfer/ panzer 4/ flakpanzer/ sniper
t4: Elefant: the grand old elefant is back without a commander restriction, ready to take on the is-2 that comes out without restriction now/ panther/ tiger(commander)/ brummbar
Other changes:
Various commander changes because of units now not needing to have a commander to use
Tank traps may be built by pioneers no matter what
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I know that my changes have no chance of being implemented, but I still wanted to share these ideas. I think it would at least for me make the game a lot more fun with more variety to gameplay, as the meta now seems to suffer from...
Different types of spam: maxim spam, volks and other unit OKW blobs, conscript spam is fine however since it's soviets (you should know why)
Call in meta: Using stock soviet at is not effective compared to having a commander take care of your game. This leaves behind commanders like community defensive doctrine and others because they don't have that nice t-34-85 or is-2 call in. German commanders are in a better(?) state because you still have the panther to call in, all though the grand tiger call in meta was around for a while
Stagnation to a few reliable strategies is death to an rts for me. I like to have a huge variety of options that work well. Commanders are necessary to simplify the game for players and make balancing easier, although I do not like having them cost money or have to get from a drop to have. It would promote gameplay variety if all commanders made were unlocked for everyone. This would not take away incentive for relic to create new commanders as one could still pay for DLC like the WFA(15 dollars USD).
Thank you for taking a look. If you do not think these changes would benefit, or have some type of suggestion, please tell why in the posts below so we may think about the possibility of changes more.
I think those are very good ideas. I like the sound of doctrinal units shown in tiers and then the rest of the commander slots get filled up with abilities. (I just hope if relic does do this it won't be useless abilities) |
how about we just have the aim/targeting/turn time reduced a bit? how does that sound? |