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My CoH3/DoW4 Wishlist

30 Mar 2021, 09:10 AM
#1
avatar of Applejack

Posts: 359

Max 1 rocket artillery and max 1 static artillery per player in team games. Artillery is great for dislodging an enemy player but not so great when it's spammed in team games.

Stay in cover button. When toggled, units will stay in cover even when right click attacking a unit. Three fast right click moves out should untoggle the stay in cover button. Helps MGs and squads stay in cover but also focus firing enemy squads.

Most desired: Separate balance for team games and 1v1 games. Ideally 1v1/2v2 balance then 3v3/4v4 balance.

Separate map vetos for each bracket (1v1/2v2/3v3/4v4) when searching more than 1 type of team game.

Reconnect feature.

Allow all factions access to non-doctrinal heavy tanks. Some factions having no default heavy tank makes them less fun in team games. Make this team games only if necessary. Heavy tanks currently act as a 'hero' unit for players however not all factions have access to them. The heavy tank comes out late game and is microed a lot compared to other units which is similar to a hero unit in MOBAs. Don't get me wrong or anything, abilities are not needed on the tank at all. The heavy tank for each faction should act as a goal for the player, a symbol of their army, it should be impactful on the battlefield to the point where the opponent should be concerned of it and most of all, it should hard to obtain or be devastating when you lose it. Tiger and King Tiger achieve this very well as a feared tank on the battlefield. It can easily swing the tide of battle with the resource requirement. ISU-152 also achieves this very well as a different archetype of tank. Jagdtiger and Elefant are annoying to deal with but they are good goals for a player that doesn't like enemy tanks. IS-2 is not really impactful right now at least in team games so it fails. Pershing fits the USF army very well as a symbol of their army. It is sad that most of the tanks listed are not non-doctrinal.

A pledge for 5 year full support and 10 year balance support. I know DoW3 was a flop. CoH2 felt abandoned really early despite it being very popular.

Different default viewpoints option for maps so we can ‘reset’ it to our preferred view point (enemy above, team below). Enemy above and your team below helps seeing further slightly because of how the camera angle is. Makes the game much more playable but makes maps harder to learn which is why the default option of how it is now should be included.

Allow to save camera positions like in Starcraft 2. Saving camera positions of home base, forward retreat point, choke etc.

Not necessary but can units be part of more than 1 control group?

Keep the amazing soundtrack. Coh1 and Coh2 had seriously the best soundtrack. Sometimes the OST can make or break a game. Take WoW classic for example. A great game made exponentially greater by the amazing OST. The main theme of coh1 used to give me chills. Also keep the amazing voice acting. Lets be real, the coh2 voice acting with filters is amazing and one of a kind. It makes this one of the best WW2 games of all time. The zealous soviet commander, the accented professional german commander, the cheeky british commander, the sombre OKW commander and the pragmatic USF commanders. All are great, represent their army well and make this game great.

Bigger maps for 3v3 and even more so for 4v4.

Side armour. Right now it's just a 50/50 split between front and rear. Would be nice to see projectiles calculated from start to finish to determine what armour it pierces. Extra nice if it calculates penetration angle too. Front/side/rear.

Snipers completely removed from the game. At least from team games. They are very not-fun. All snipers can be replaced with long-range specialty units with minimal or no abilities compared to generalist/mainline infantry units that have access to a ‘toolbox’. Like Jaeger Light Recon or any G41 unit.

Units and vehicles automatically reload when in friendly territory and out of combat for 10 seconds.

Leave penalty for leavers leaving pre-surrender. Too many people leave before 10 minutes in team games. It really ruins the game.

Better tactical minimap. It should be first and foremost: Fast. Other than that, it would be nicer if it had a better skin, binded to a different key (like M) and additional features.

Feel free to add to this!

30 Mar 2021, 10:07 AM
#2
avatar of adamírcz

Posts: 955

Nice ideas
Very nice

Some of mine:

Larger factions with more core units,(say instead of aprox 15 Muricans and 15 Brit units, we just had faction called Western Allies, facin off against combo of Africa Corps and Italians, etc.) It seems like that would make balancing even harder, but it would also create a lot more variety and increase a chance that every strat finds it simple counter eventually

Every army should have enough core abilities to find a counter to any opposing stuff either doc or non-doc. There should be a list of basic unit types that every army gets by default (Damage sponge, recon specialist, cheap accesible anti-MG unit, mobile indirect, cheap garrison denial, etc)
Assymetry should be in forms which these units take (Handheld flamer vs flamer vehicle, vs anti-concrete ammunition; Rocket arty vs howi; etc) and ofc stats
Commanders should include more niche, out of the box stuff (The radio intercepts, abilities to type to enemy team chat, global sprint, heavier bombing runs, etc)

Things like abbandon, weapon drops, main gun crits, plane crashes, etc should be reworked into happening under specific circumstances, not pure RNG

Map variety and map balance. Do not dominate the poll with one type of design. CoH2 is 95+% long narrow laney maps and stuff with long sightlines and support weapons/ long range units dominance. Its ok to have some, but there need to also be enough of wide short ones, etc, CoH1 was a lot better at variety, and that had just 6 2vs2 automatch maps

Fix the damn AI. At the very least some basic stuff such as "Sees three hardcounters to unit X = does not build unit X" or "X minute mark has passed = does not fucking build kubel"

Cosmetic customization. Skins for infantry as well as vehicles

Ingame unit wikipedia with info tied directly to files with stats

Ingame map editor with simplicity levels of commands in cheat mod

Replays that work properly, not some BS that dont allow rewind and breaks after patch

If there would be Soviets: Gary Oldman as their announcer

Player controllable unit formations - could pick from several preset ones or set up their own
13 Jul 2021, 20:06 PM
#3
avatar of Applejack

Posts: 359

Bump

Since its somewhat relevant now
13 Jul 2021, 20:13 PM
#4
avatar of DonnieChan

Posts: 2260 | Subs: 1

Honestly i would just scrap the 3v3 Mode.

Its easier to balance out maps, you have a larger player pool etc. 3 friends play with 1 random which works absolutely fine in other games (counter strike, Rainbow six, etc.).

with the larger player pool its much easier to balance out the player search
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