Firestorm for the OKW doc was just terrible but at least there's some OK ones here. Not great, but ok.
Flaming arrow better not win though, jezus. |
Volks definetly need to pay side costs for their grenades, their panzershreck upgrade, and the special "abilities" of the deployed trucks. This will add more options for OKW early game (go for fast nades for building clearing? shrecks for AT?), as well as make the 100% income OKW more in line with the other factions.
This change will also allow more experimentation with delaying the early trucks and the schwerer indirectly by imposing side costs, like all the other factions have to pay.
In terms of the whole super fast panther issue, I think OKW should have to pay an "unlock" cost to get to their panther availability, and also require this upgrade to be researched to unlock the KT.
What if they got regular nades from one building and flame nades from another? Like putting the building down unlocks it.
Actually I'd prefer if Sturms got flame nades, but they were unlocked by one truck, and Volks got regular nades, but they were unlocked by another truck. Not mutually exclusive or anything, just a gate on those abilities. |
Steve Blum as USA faction announcer was the best in CoH1. Wish they brought him back. |
They should let the main gun be toggle-able, but the barrage can not be used and will not cooldown while it's active. That, or give it a very weak gun like the Panzer IV Commander.
I don't see the point in them making a Tank with Rockets if you only use the Rockets part. Why not a Truck with Rockets if you only wanted the Rockets?
I actually think it might be more good if it's a regular sherman with AP only ammo (can't toggle) and then you have a munitions cost on the barrage. But it is not pointless as you say - a tank is far more durable than a truck. Obviously they could just make the truck have tank HP but they don't usually like doing that. |
UKF's biggest problem is nonexistent artillery. Even when you go arty doctrine it's still garbage. The Mortar Pit is offensively potent, but too easily suppressed and destroyed by enemy indirect. So it gets built only occasionally. The Bofors arty thing is obviously in the same boat.
Tommy needing to get close to throw flares is fine in theory, actually I kind of like it as a mechanic. Regrettably the actual arty that hits as a result is highly underwhelming. The Sexton is a mediocre unit, and the they just nerfed the arty ability in that doctrine |
How much do you want to bet the game doesn't run smoothly on a 5820K, 980 Ti and 16GB of RAM?
I run a 4670, 980ti and 16GB RAM, can confirm it still stutters and occasionally freezes for no reason. To clarify, the average framerate is high, but the framerate tanks for fractions of a second at a time, which really impacts the experience. Bad frame pacing = the worst. My G-sync monitor also caused the game to crash on boot 90% of the time until I realized what was causing the crashes and manually disabled it for this game. Now it at least boots!
Technical disaster this game is. It reportedly runs better on AMD video cards. |
Delete them... Delete Rear echelon from the game.
Replace RE with Fresh-from-boot-camp-riflemen, and then replace normal riflemen with Rangers.
Replace the rangers in heavy cav with VETERAN Marines.
Marines did not take part in combat in the Western Front except in a few very specific circumstances that are not modelled in CoH (e.g. minor combat in Southern France when they went ashore from a battleship, and didn't push inland at all; firing from ships during amphib invasions / assisting in mine clearance duty). |
I'm not sure if it's OP, but it IS extremely not-fun to play against. Dodging constant strikes is an irritating micro burden. Dealing with pshreck swarms + gren lmg swarms is boring. |
I go back and forth on the mechanic but one thing I like is it adds something in the back of your mind when you are pushing hard on a flank and your health is getting low. Do I push and finish off this retreating squad/tank and risk that I get abandoned next to my enemy base with no infantry around to recrew? Or do I pull back. The main thing is it does need critical damage to prevent grand theft tank and driving off with a perfectly fine engine. Also, I hate when a tank gets abandoned, recrewed and then shot right away and abandoned again. Sometimes 2x in a row. A recrewed vehicle:tank that gets hit without any repairs should be done.
Risking overextending in an enemy territory and losing a tank is one thing, but the arguably more common scenario is when somebody isn't overextending, when you shoot an enemy tank safely in their lines and they get abandoned. It's like a free get your tank back RNG which I think adds little/nothing good to the game. It used to be much worse in the Heavy tank spam days of yore when a Tiger or something getting abandoned was just the worst thing because Allies would have usually had to trade a tank for it in an even fight. It's more even now in the medium meta, but I still don't like it much. |
I think it's a good idea, with the caveat that rematches don't affect match rankings. It would essentially throw you into a custom game with those teams, since it's a conscious choice to rematch. It would be for personal satisfaction, not for rank abuse. |