- What absolute moron thought having YOUR OWN troops appear as red on the mini map was a good idea?! Gaming basics... BLUE === ALLIES. RED === ENEMIES.
It's a good idea in theory. Has nobody here ever played CSGO? The whole idea of this unique color system was so that it's easier to speak to teammates in a call. (I.E. Green, you need to move your tank or it's going to explode! Etc.) In CoH2, everyone is blue on their own screen, so you can't say things like this.
They fucked up with giving teammates red/purple colors though, completely agree. |
Making both 3vs3 and 4vs4 was a mistake. There will not be a playerbase for both queues, neither the map pool. Just... unsatisfactory matchmaking and map pool.
Yes, drop 3v3 and let the folks who enjoy small gamemodes filter into 1v1 and 2v2. |
They have the Traps in the battlegroup, maybe move that to being one of their abilities and replace it with something else?
I think the traps are strong enough to warrant that honestly. |
Caught in action in A_E's recent tutorial video?
https://youtu.be/7teeBuUqAHI?t=2382
No, no, no, see, these are those magnetic mines that the germans were so worried about. They're so strong that they pull friendly tank rounds into themselves. They just have to replace the magnetic mines with normal ones and they'll be good. |
Same issue.
Also. my last game now comes up as a replay when I log in. The replay works but when I press Close, the whole game closes immediately.
Do I have to uninstall and reinstall?
Most likely you just accidentally left the launch option that plays a replay on. Go to steam library, right click on coh3, go to properties, and delete everything from the "launch options" box. If not, try verifying the game cache. |
I found the blizzard idea really cool, but it just does not fit CoH. The blizzard gives you special phases of preparation and pushing. You can move your army to a prepared bonfire spot during the blizzard and don't be spotted and then attack from an unexpected direction later. It also made transports more useful.
The game overall is just too fast for these additions. Armies also became a bit smaller overall as far as I can tell. These huge preparation phases just don't work since there is not logistics, and unit positioning is non-existant if all units are hurdled across a small bonfire. There is just nothing to prepare. The CoH concept is basically to continuously throw units at the enemy and outmaneuver and outmicro him in the meantime. The resource territories and strategic points also force you to constantly attack. Not doing anything valuable for a minute or two during the blizzard can just cost you the game, especially if it happens multiple times.
Other concepts like the deep snow and mud also fell short. The maps are just not big enough to allow for that many different areas of slow movements but potentially high impact after flanking. There is just too much pressure to actually make use of the units on the front line instead.
They worked great for bot matches though. I actually liked them very much in this context.
I like this take. It probably would fit better into the Men of War series or Gates of Hell: Ostfront. |
I could see the Gusta losing the AT satchel, so it keeps them as elite AI.
Lose the AT satchel and give them something cool like demo charge, normal satchel, or mine. |
(very committed and elaborate) troll
this one
Long ago, the forums once experienced Reverb posts with proper punctuation, no misspellings, and many thoughts and ideas.
Reverb is the forum trickster now. He says funny things, but deep down you know he's speaking truth. |
team games.
There's your problem. Are you sure they weren't out-blobbing you? There's not much a single unsupported MG can do against three guastatori in the face. Same thing with riflemen. If they have the numbers advantage, carnage is to be expected.
If you want to take the high road, always use two MGs together to suppress infantry blobs. If not, then you need to blob back lol. US riflemen blob gets free suppressive fire ability at vet 1, so they'll stomp guastatori if you tech grenades too. Not much they can do but tank the nades or retreat under threat of losing too much manpower. |
I didn't want to say anything, but these guys are breaking coh mechanics. They are winning or at least stalemating engagements at a disadvantage. Meaning, they can fight in open cover against troops in heavy cover with at least a neutral outcome, but forcing a retreat happens. It's sort of understanding for the G-unit flamers, but those guys can solo multiple squads taking little to no damage.
I recently learned that they have armor values, which is funny because Relic eliminated armored infantry in almost all coh2 units that had them and instead gave them Matrix Agent received accuracy 1.5 or whatever. So they are dodging bullets instead of stopping them.
Keyword "almost" all units. Shocktroops, the close range specialist elite troops, got to keep the armor. I wouldn't have issues with guastatori having armor if their models gave any indication they should have it + they didn't have a fuckin' flamer. Lmao. They are 440 manpower per squad after all.
I don't think that allied elite squads at the same price perform the same as they do though. Those flamers are absolutely brutal.
At least in CoH2's release, the flamers were insanely lethal but also incredibly volatile. They could apparently kill the squad if the model with the flamethrower died and you got a bad RNG roll. Here they're incredibly lethal, they get two, and there is zero risk to using them besides having to get to mid range. Lol. |