So I'm utterly appalled that cold tech has all but been relegated to custom games.
Even if blizzards rustled your jimmies because you didn't know how to build campfires or garrison troops and lost squads on retreat to stupidity, what was so bad about the deep snow mechanics that punished haphazard movement throughout the map? What about how spammable air support is now that there's no blizzards to prevent air call ins temporarily? (Brit command vehicle can have a plane in the air near indefinitely for only 75 munis)
I want to have a discussion:
What changes would you make to Cold Tech if it were to be brought back into the game as a meaningful and regular mechanic?
Personally what I would do is make campfires radius 25. I would also make them free to build.
Flame weapon damage reduction during blizzards, if used against cold troops they will warm up very quickly.
Vehicle repair slower during blizzards.
OKW trucks have built in heater. (No need to build one by the truck)
British emplacements have built in heater.
Reduce the amount of time it takes for units to enter into vehicles like halftracks, bren carriers etc, making it more responsive.
Mines cannot be triggered during blizzards due to the detonator freezing over. (Mostly a gameplay mechanic than a realistic one)
The idea being that blizzards are a high risk/high reward game state. The defender has the advantage of warmth, but any damaged vehicles cannot be repaired as quickly and defenses like mines and at guns are less effective due to reduced visibility. Likewise the attacker cannot use air recon or other useful supporting abilities and will be exposing their troops to the cold but can take advantage of newfound holes in the defensive line. More responsive troop transports also means that putting units in halftracks will actually have a purpose again. This allows players to break common stalemates that occur in the mid-late game where players can sit back and save up money for expensive super tank since neither side can break each others line with just medium tanks.
In all my time playing this game with blizzards I never saw anyone build fucking flame pits in between strat points, and then you all bitched and moaned about blizzard mechanics. Explain yourselves: why wouldn't you build a network of flame pits to minimize the negative effects of blizzards? Why would you continue to walk around in deep snow like fucking idiots and complain about freezing to death? I'm tremendously upset that the mechanics that made CoH2 a unique RTS have been culled due to incompetent players whining about how they had to actually prepare for it.
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Although I'm not the USF 1v1 pro all knowing player here. I will say that the USF does not need a better anti tank gun.
They need tanks that don't die to 3 pak shots. Or at least tanks that can RNG luck their way out of being killed; like axis tanks usually have a chance of doing when it comes to being countered.
Use Smoke to support your tanks. |
Tulips need a nerf, and when this happens firefly cost should be reduced. No tank should be one shotted by another, that is just bad gameplay. This is made worse by the tulips piercing, which is also stupid. When you are using heavy tanks vs. Fireflies you are basically constantly fighting with 50% health since you know he can, and will, launch the tulips as you get low on health. Since heavies cannot maneuver away you have to assume as you reach half health the tactical nuke is inbound. This is both boring and counter to how heavies are supposed to be flanked not approached head on.
I drew a picture for you.
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The strenght of Firefly is Alpha Strike, So use Tulip ?
It should not be reliant on the tulip to be effective.
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They ? you mean the firefly kill the medium tank in 1 sec with tulip + auto attack right ?
But without the tulip it barely survives against a PzIV due to its awful reload.
I think it'd be neat if the firefly had an increased chances of crits but that might get OP. |
I do a lot.
IS Bren Bren IS T2 Sapper Sapper Bofors/Mortar/sniper (situational) This is pretty good against sniper builds.
Very strong on most maps but it's risky if they know how to use a raketenwerfer or panzerfaust.
Or I do IS Squad Size Upgrade IS IS T2 AEC
This feels weaker but it can be nice on a map like arnhem where it's capping wars anyway and there's lots of flanking opportunities.
I also like IS Bren IS *pick up IS and carry him to the front* T2 Sniper
I don't do any cheesy t3 rushing or anything like that. |
don't think that's a screenshot, it looks like a picture. idk why he's looking at it.
For that sick twitter tease. |
You misunderstand me: When I say the ability can attack ground and not be limited to vehicles, I mean the Tulip ability doesn't require you to target vehicles to fire them. Obviously the intended and most target would be a vehicle or a building, but I've been able to destroy units like AT guns and infantry with them.
What this also means s that you can exploit this feature by firing the Tulips at shot blockers to destroy enemy units adjacent to them. I've been able to do this and save my Firefly, or destroy an annoying AT gun through this tactic, a tactic I don't think should exist.
Why not? It's a situational micro trick.
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Considering Relic has bent over backwards to make the game CoH1 again (Slowed down VP's, added Brits, PE and Americans, added a shit ton of CoH1 maps, removed cold tech from the fucking game more or less.) it's more or less the same game at this point with a bit more lethality going on. They basically abandoned making Coh2 it's own game and pander to the vCoh fanboy fanbase. |
Pretty back and forth classic match. |