General Information
Youtube: https://www.youtube.com/channel/UCJT-oswDRyOrhrVghT-6ZRw
Steam: 76561198157193379
Nationality: United States
Game Name: Snaek
PPS - I also forgot to mention the changes to the Engineering system. In previous titles you used engineers that would cost CP and you would have to manually control. In MoW 2, you simply mark where you want to fortify, place tank traps, and place mines, and if you have engineers/ combat engineers in your loadout, they will do it autonomously and do not cost CP or Logistics tokens to field. The key phrase being IF you have them in your loadout, as not every Regiment has access to engineers.
I forgot to mention the new Echelon and Logistics timer system.
QRD - MoW 2 replaces the Manpower system of the previous entries with the Logistics Timer and Echelons. Each player starts with 2 Logistics, which allows them to spawn in 2 units at one time. After you spawn a unit, you use up one Logistics. You will regain it in one minute, unless your Regiment has a bonus/malus to the Logistics Timer upon spawning a unit.
Echelons are groups of units that are unlocked through the course of the game. The first echelon is available immediately. The second unlocks some time later, and the third some time after that. You're free to spawn in all units from the Echelon that you can, so long as you have a free Logistics token, and your CP (popcap) has enough room to allow for it.
Seeing as Relic has yet to extract their cranium from their anus, I think it's high time to consider other games to occupy one's own time with, at least until they do.
As the title of the thread suggests, my choice is probably going to be MoW 2.
Reasons?
1.) The new "Regiments" system.
An idea introduced by the RobZ Realism mod for AS2, but in MoW2 it's much more fleshed out and interesting.
The Regiments system takes my biggest pet peeve about prior entries to MoW (the massive amount of APM required to play at even a below average proficiency in multiplayer), and turns it into a strength. As you probably know, Men of War allows players to take "Direct Control" of any unit they can field. This leads to a bit of a problem where the player who doesn't immediately start microing their tank pretty much always loses. If you thought CoH was micro heavy, go try to play men of war: assault squad 2 in a public lobby. It's very difficult to both pay attention to battles, plan, AND make sure your tank is actually firing somewhere useful and not at the turret or some stupid sh@#...
The Regiments system deals with this issue by letting each player specialize in a certain aspect of the game, as well as giving them a smaller overall army to control. It also encourages teamwork and allows for larger sized games without being insanely taxing on resources.
More in depth here (since I know I can be a bit verbose ):
2.) Units are more responsive than before
I've had a remarkably frustration-free experience commanding infantry in Men of War 2. There is a reasonably strong lock-on effect to AT grenades now, but not to the extent of CoH 2; they can be outran if the tank is backing up fast enough.
Additionally, infantry AT weaponry is a lot less finicky and actually does what you tell it to do. Bazookas and Panzershrecks are very powerful, though limited to Infantry Regiments.
Honestly, I have always gotten pissed off in MoW PvP, but for the first time, I actually had fun. That's really big for this franchise.
3.) Stealth and FOW changes
For normal infantry, stealth remains unchanged. You basically crawl around and hope nobody sees you. Certain elite units, though, are able to visualize the detection radius around enemy troops, allowing you to remove the guesswork and sneak into enemy lines unmolested (that is, assuming that your enemy doesn't have spotters of their own hidden away somewhere. You can only visualize the detection radius of enemies you can see!)
In the same vein, FOW reveal mechanics are now shown to the player. Certain units reveal themselves while firing at the enemy, such as self-propelled howitzers and AA guns. You are now told when you are about to reveal yourself/ are revealed to the enemy so that you can act accordingly.
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I had a lot of fun in the playtest, but after being burned by CoH 3 so recently, I wouldn't feel right advocating for buying it on release. I would tell you to watch out for it, though, as it's seeming like a good competitor to CoH 3.
Well at least you can admit it lol. Some people on here can't even go that far.
...but connecting that to CoH3's failure is more than a stretch...
It's not solely wokeness. Primarily it's most likely just modern AAA gaming where the devs are expected to shit something out ASAP for a deadline in order to make returns to shareholders, and then patch it later. The woke hiring practices to hit ESG quotas most likely don't help.
I understand that people spammed them because they countered vehicles *plus* they could deal damage to infantry, but when we're talking a side by side comparison AGAINST INFANTRY, how does the AT rifle hold up?
Because that squad is going to become anti infantry once mediums arrive, whether you like it or not. In my opinion, knowing this, 9 players out of 10 wouldn't even bother with this upgrade.
I'm just trying to find someone to give me reasoning as to why this upgrade won't immediately become niche and unused.
I mean, how powerful are boys' sections anyways? I really don't see this upgrade being anywhere close to brens in terms of combat ability, but maybe I'm wrong.