I think there is plenty of content left in WWII to play with, and I would prefer to see this, but could see other wars become the target.
I would like to see some basic elements:
1. Not rushing to fulfill a deadline before your parent company goes bankrupt.
2. Incorporate more of what made COH1 great, and remove the annoying pieces of COH2. (This has been addressed to some degree right now, but starting at the ground level would have been nice).
3. Removal of abilities/content clearly driven just to increase the total number of items in the game or make a cool sounding item (Railway cannon, which functions not like the real railway cannon at all, and is still lack luster).
4. Dedication to making a competitive game from the start, with balance the number 1 priority out of the gate.
5. Addition of basic elements, like key binding, within the game on day 1.
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Thread: Company of Heroes III - Your expectations25 Aug 2016, 12:23 PM
In: COH2 Gameplay |
Thread: White Elefant23 Aug 2016, 16:51 PM
The unit has little to no function in 1v1, where such a large amount of dedicated AT is impossible to pull off. In team games, even 2v2, this becomes a real problem very quickly. It and JT have minimal function in 1v1 but a single buff to these units would immediately make team games end as soon as they appeared on the field. As it stands I think they are too good in team games and yet the elephant is useless in 1v1. Don't forget it also has 70 range old target weak point, and spots for itself with scopes, certainly an amazing vehicle. In: COH2 Gameplay |
Thread: OKW Healing23 Aug 2016, 16:43 PM
I like the idea of providing it in the HQ truck after the first truck is built, and medics are researched. You could even leave the medics upgrade on the medic truck and offer frontline or double healing in base. In: COH2 Balance |
Thread: Fix for Blobbing / Rifle Terminators19 Aug 2016, 18:04 PM
FHQ does encourage blobs, but double 1919s is also still a problem. Being able to assault MGs from the front is stupid. If you are having troubles with blobs post a replay, in general blobs are very vulnerable to being outcapped. In: COH2 Balance |
Thread: August 18th Update19 Aug 2016, 18:02 PM
As a reminder to the community, you are free to dislike the skins, free to turn them off in game, free to never buy them, but I think it stupid (although you are technically allowed) to complain about any aspect of them. You have people that are spending the time to make them, and these skins look very polished, and there is someone at Relic curating them and releasing them to marketplace. Relic is therefore still invested (at least to a small extent) in upgrading the game and adding more user content. As a quick note for the "historical group", you are aware that this is a game and that a number of these historical skins were not only not even in the same year of the war, but not in the same theater? So if you equip them both at the same time your precious immersion is broken. Short summary, if you don't want them turn them off, if you appreciate the effort to get them to you say thank you and move along. In: Lobby |
Thread: the problem with USF mortar18 Aug 2016, 13:54 PM
The USF mortar is still far to accurate and damaging. The unit should have functioned as a way to get smoke while avoiding the cost of teching nades, but paying a higher MP cost. Instead if functions as a straight upgrade to the Ost mortar and denies any form of static play, which Ost must have to beat USF. Either the USF mortar needs to change or it needs to be removed, because if this is the mortar they want in the game I don't want it at all. In: COH2 Balance |
Thread: August 18th Update18 Aug 2016, 13:41 PM
Nice to see them continuing to add community skins, although these skins are not for me. In: Lobby |
Thread: Ban Barton & Price For Harassing Shadowwada18 Aug 2016, 13:38 PM
I agree with an earlier post by Elchino. Barton and Price might deserve to be banned by Relic, but I don't really see a reason to ban them from COH2.org...yet. Wada your tendency to rage and produce a highly visible reactions is what draws their behavior. Ignore them, attempt to play through the game until the bitter end (don't rage quit), ban them from your chat, and use any losses as a way to develop as a player not to get angrier. Posting this, I am afraid, only further shows them that they are getting the reaction they want from you. If you have good evidence from COH2.org that they should be banned on this site I would PM a moderator, they are very responsive and take legitimate claims seriously. In: Lobby |
Thread: Rostov15 Aug 2016, 16:10 PM
Rostov was a creative map with interesting pieces, but was so horribly balanced it had no place in matchmaking. If it was seriously redesigned to provide both teams an even start it would be fine, but that would take quite a bit of work. In: COH2 Gameplay |
Thread: [2v2] I wasted opportunity, did I?13 Aug 2016, 22:09 PM
Overall You correctly asked yourself, what is my build order? I agree with this, what is your build order. I don't mind you opening with the volks and a rakenten, but you get a second rakenten after you already have shreks on the sturms, what is the point of that? You invest extremely heavily in ISGs which you never move to the middle of the map to help shell your opponent and your teammates. You lose a lot of squads throughout which becomes very costly. Your play is far too passive. Get aggressive push forward spread out, constant pressure. Most importantly, you are overly focused on a single objective and fail to try to out think your opponent. What does this mean? Take for instance your insistence on attacking an MG position over and over again. At no point did you have to. You could easily have flanked around and ignored it. The MG just provided him cover as he tried to cap the vp, but pushing around his flanks would force it out of place and bring it to fight where you want it. Specific Squad preservation, squad preservation, squad preservation. You lost too many squads to nades or late retreats, especially with OKW it is key they make it back alive. This was especially true of your SPs with their shrek. You lost the Kubel right off the bat for no reason. There is never a good reason to engage an MG in a building with Kubel. It has minimal impact and is very vulnerable to the vickers high damage output. It also gives vet to the vickers which you want to avoid for as long as possible. You need minesweepers, preferably before you hit your first mine, but definitely after the 10 minute mark. You send tanks out alone too often, especially when you know there are mines. These are really support units that don't die to infantry, they bleed them, but they need to be supported at all times. You had the Brit player down to 3 squads at one point because of his poor play, and you did not capture one point in all the time it took him to come back. You need to get a feel for your opponent when he is on the ropes really start to hurt his income. You ran away from the Brit base artillery numerous times, when it did land it killed one model. Brit base artillery is at best a deterant, not a real threat. Walk past it and keep on fighting. If you go panther because of tank spam keep it close to a rakenten, it is too valuable to lose to a flank. You could have had Spec Ops and a CmdPanther as soon as you unlocked it, since you had the resources and the fuel, MT his firefly and watch them burn. Each one not only costs fuel and MP but you use up all his munitions too. Just keep your tanks on the move. Remember to salvage, there was lots of stuff lying around that would have made your life better. Always, always, always steal a vickers as OKW. If you get vet 1 good luck to the Brit. Don't buy ISGs unless you have a plan to sit still and fight it out (emplacement spam). Otherwise forgo the ISG and get more units. Feel free to get one, but you had almost 700 mp that game get ~10 kills. That ratio is not good enough to win. Don't pass up gifts. MGs on the ground, mortars, abandoned vehicles, etc. take them. Plant mines. You should be regularly planting mines to make it hard for him to push deeply into your lines. Planting them well behind where a minesweeper can go will make sure that tank that pushes too far will die. Use the tactical map often. Don't become overly fixated on a point. Think about the larger goal, draining your opponent of VPs, and your short term goal, getting tech faster. Figure out how to do these, don't say you have to kill that MG unless not killing it prevents you from winning the game right now. Cap around, force movement, set up ambushes. Those are my suggestions for now. You are developing as a COH2 player and I think if you spend some time you will find that you can get much better very quickly. In: Replay Reviews |
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VSFullMetalDesa no pasaran Kansas Kobra KcatImagelessbean [AEF] Appleseed CKOPПIOH (UA) KowalskiBugged AT gunby: Imagelessbean map: Essen Steelworks1-1,234
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VSImagelessbean ManxMarriner Richarddear||AD||1215[TATUZ] Black Dynamite [TATUZ] Blue Semtex? [TATUZ] White TNT?ISU 152 nerfed, you decideby: Imagelessbean map: Rzhev Winter1-1,232
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VStorr CaptainDipshit Mandalore TheGuyWhoLikesCatsImagelessbean Von Strachwitz Goldeneye ZymoranGermans are the bestby: Imagelessbean map: Lienne Forest1-1,219
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VS[WF] *- ObS!d!@ Fr - InF -__mok (FR) _fireStarter TingedDragoonRealtiger Imagelessbean yyoung2010