Post-release content always has abysmal attention to detail. Anything to do with tooltips especially so.
Relic is pretty good when building the main game though.
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Post History of Dullahan
Thread: Brit rare AT bulletin typo? Or copy n paste repurposing20 Nov 2015, 22:54 PM
In: COH2 Bugs |
Thread: Company of Heroes 2: Master Collection20 Nov 2015, 22:12 PM
Do you play Civilization V? Based off Dawn of war 1, Dawn of war 2 and the original Company of Heroes, whenever they come out with a complete collection or what have you it means that they're done (except for small DLC) I mean I'd love for them to keep going, but it's about time to start marketing their next game and dialing back support for CoH2. Been two years since Coh2 without a peep of what Relic is working on next. My money is on Dawn of War 3, but I've been hurt before. (Fun fact: more time has passed since Dawn of War 2's release date to today than passed between Dawn of War 1 to Dawn of War 2.) In: Lobby |
Thread: Introduce caches in OKW20 Nov 2015, 19:07 PM
Performance however isn't mirrored. You got allied shock vehicle backed up by okay AT and great infantry versus great infantry with strong AT and now a shock vehicle. In: COH2 Balance |
Thread: UKF all modes Emplacement efficiency report20 Nov 2015, 18:51 PM
Would be nice, although usually I have a pretty good idea. In: COH2 Gameplay |
Thread: [Sov][1v1] Lend Lease: Exploitation of tech free tanks20 Nov 2015, 17:46 PM
So build 3 mg's or whatever. You can cost effectively counter + bleed such an army as ostheet or OKW. Just comes down to who positions their units better. In: COH2 Balance |
Thread: OKW Suggestions20 Nov 2015, 10:21 AM
OKW has broken design from the begging. 1. It's to represent that literally every available man was being used. As the war went on the standards for service went down. 2. Because you're not supposed to spam volksgrenadiers. They're a utility unit. You're meant to play with elite infantry and vehicles. This is why a lot of OKW players struggle so hard, they all build too many volksgrenadiers. Sturmpios and obers are your core backbone, with specialized vehicles to pick up the slack. This is also why OKW has so many infantry call ins on their doctrines. 3. To serve their role as a utility unit. 4. This is to represent the allies fighting on their "home turf" and the germans being able to set ambushes for them. Same reason Obers get booby traps. 5. The point of the truck system, and OKW's tech in general, was high risk high reward, with progressively higher risk/reward as the tech tree went on. Early on you'd get in field healing/reinforcement and repair, with the tradeoff of the more forward these trucks are the stronger your map presence is but losing them is huge blow both while they are deploying and afterwards. (Hence why OKW can't build trucks on demand.) The panzer command is the epitome of this, wherein their late game tech and best units are locked behind it and it is extremely powerful in a forward position, but losing it in combat is also a huge blow. Unlike regular base structures, you're stuck waiting for several minutes for the next halftrack to deploy, which can delay any sort of armour play for quite awhile. Basically OKW was a faction with expensive, specialist units that snowballed in the late game as their units gained veterancy and thus became extremely powerful. The king tiger was the physical manifestation of the OKW snowball. They were the opposite of America, which are extremely infantry focused and are strongest in the early game and their basic infantry offer most of their utility through upgrades (grenades, smoke, anti vehicle snare, bars/bazookas.) the downside being that their vehicle play hit hard but couldn't take much hits. As an aside, The pershing is actually really well balanced, considering this. The only problem I have with it is that it doesn't have a vehicle crew. The only reason they did that was so they could limit to one at a time and prevent Americans from calling in two. (Incidentally, the whole "one heavy tank" thing is lazy and shitty.) In: COH2 Gameplay |
Thread: *Relic* OKW balance preview mod v2 feedback20 Nov 2015, 10:10 AM
Nope, I'm purely talking about the throwing animation. Internal clock feels like it's quicker. In: COH2 Balance |
Thread: JPIV Cautious movement - Phaseshifting20 Nov 2015, 10:06 AM
People just nitpick anything you respond with. I've written a thousand wall of texts on forums like this arguing with all sorts of people in similar situations. I've done hours of labs, collected dozens upon dozens of replays, experimented with hundreds of "that isn't viable strategies." It's a waste of time. They'll say the stats aren't reflective of the actual game, they'll nitpick any labs or replays you post and otherwise maintain a rigidly closed mind. Everyone's favourite fucking phrase is "not viable" and it just shows their ignorance as to how these games actually work. Anytime someone brings up "micro tax" or claims something won't be done because it's "too much micro" I don't know how else to respond but telling them that they suck, because they have a really shitty attitude about getting better at the game. Incidentally, there's a ton of micro tricks and strategies commonly used in Dawn of War 2 that people used to say those same things to me on the forums back in the day, so not only am I irritated at seeing those responses again but I also know that they are wrong and that people WILL get good enough to do that shit. Maybe I've just burned out on this shit over the years, I dunno. I feel like a grumpy old man. Everytime I watch any tournament casts I see players who don't use half their abilities or units, make awful teching decisions (Or don't make any and just play with call ins) and float resources out the ass. (And that's before we talk about micro and map awareness, but I give people a break on that since there's a lot to deal with in this game.) Pretty shitty under-developed metagame for a two year old game, if you ask me. In: COH2 Bugs |
Thread: *Relic* OKW balance preview mod v2 feedback20 Nov 2015, 09:43 AM
Doesn't seem that way at all, but I suppose that could just be Relic randomly selecting the model that throws the grenade and picking the guy who is too far away to throw it immediately. I haven't actually timed it, but it feels a lot quicker to me. In: COH2 Balance |
Thread: Rifle company is dead?20 Nov 2015, 09:40 AM
Riflemen are a lot tougher than Conscripts. Letting them sprint all willy nilly is actually a lot scarier than veterancy ever was. This lets America execute some really powerful flanking maneuvers.
It's fine. Rear echelon squads are woefully underrated in combat, especially with vet 2 and weapon upgrades. In: COH2 Gameplay |
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