Give Gren 2 MP44 upgrade + sprint and I'll be happy. That way AssGren will still scale to late game while not buff the commander too much.
Relic shouldn't have bothered making Stormtroopers then... |
I'd think that losing units- and as a direct result losing ground and therefore resources in both income and invested- means you might be able to unlock CP abilities faster, but not have the resources to use them, and more importantly not have more units to accompany said new abilities. I'm not going to sacrifice my vet3 Grenadiers just so I can call in an airstrike a bit sooner for the same munitions cost. Stock units will always be more valuable than doctrinal unlocks, simply because you need units in general to maintain resource and ultimately win a match.
Losing units mean no units to take or defend the sectors you have. Fewer sectors mean fewer resources...on top of the obvious tactical disadvantages. Good luck rushing Tiger if the enemy can churn out SU-85s faster than you can churn out Pioniers.
That's not going to happen if you just churn out units to acquire CP but lose the map in the process. Units take time and manpower to train, on top of upgrades and teching, which take up slot queues.
Players do get XP when things are lost, but there's far more to the game than that. Most players would rather gain XP while killing off opponent's units, than the other way around. Simply because you're not winning when the latter occurs. No units = XP but no map and no resources, meaning no Tiger to call in. Hardly being rewarded for poor play. |
You loved so much the Tiger/IS2 stall meta to say that? limiting them by 1 was the best move taken about those units.
No, I've only ever managed to get multiple heavies when I was either winning very well, or it was clearly a move that has it's disadvantages (ie I'd not have the resources to get other units to support them), or to put it more plainly, not playing the game OR losing ground because I or a teammate wanted to hoard resources for a second Tiger...which pu plainly, just means I'm losing.
In the former, it had no bearing on the game' outcome since it was already decided, and the latter it would have required the sort of play that left you without many other units you might need in lieu of a second Tiger or Elefant, almost always a dumb move unless you just wanted to fool around since the enemy was already kicking your ass. Given the cost of a second heavy call-in, you're investing into a tactic that is less likely to work compared to if you went multiple Panzer 4s instead. |
The limitation really just forced from one popular meta to making another, which I'm sure was the intention. That they didn't limit Churchills or KV-1s pretty much exemplifies this being flawed logic, but what the hell it changes the game lelic style, right?
All doctrinal units had clear differences in advantages compared to stock units, and almost all of them are either more expensive as compensation, or deliberately sucky but comes earlier and cheaper. Tigers compared to Panthers etc are no different.
If they ninja-changed the game so you could in fact call in unlimited heavies besides King Tiger and Tiger Ace, I'm 99% sure no one would ever notice...nor ever take advantage of it. And before you say "well what's the point then?" I cite their removal of duplicate bulletins: the point is just design decision, nothing more. |
We can also say that about T-34-76. Played role in 41-43, after that was totally changed to 85.
But... in CoH 2 it looks like in late war 76 was main soviet tank.
That's like saying someone got murdered and the killer got away with it...that doesn't mean it's neither right nor legal. |
USF:
Air Defense Company
1- Field Defenses
2- Anti-Aircraft Positions: Fighting Positions can be upgraded with Quad .50 for improved anti-infantry and suppression for 90 munitions, or 37mm for improved penetration. Both upgrades replace garrison slots, but become more durable.
3- Officer Rally: Officer squads can halt the retreat of friendly units within its radius. Has long cooldown, but each squad has its own separate ability cooldown.
4- Air Superiority: Global ability, while active frontline sectors will be strafed by P-47s; highly effective against enemy infantry and light vehicles, but inflicts little damage against tanks.
5- Antitank Overwatch: Off-map 90mm batteries barrage enemy vehicles over selected friendly sector; APC shells have low AOE, but highly effective against vehicles.
Signals Company
1- I&R Pathfinders
2- Mortar Halftrack
3- Radio Triangulation: While active, your Officer Squads will have greatly improved sight range
4- Heavy Weapons Drop: HMG and AT Gun
5- Time on Target Barrage
Anti-Tank Company
1- Ranger Tank Hunter Team: Ranger squad with 2x Garands 2x Bazookas, has the Rifle Smoke and AT Rifle Grenade abilities already unlocked.
2- Recon Training: Officer Squads, Riflemen and RETs can upgrade to improve sight range and movement speed when moving and out of combat
3- Illumination Rounds: 81mm, Mortar Halftrack, Pack Howitzer and M8A1 can fire flare shells to reveal target area.
4- Tank Awareness: Similar to Signal Relay; while active, all enemy vehicles within fog of war will appear in minimap.
5- M10 Destroyer
Airborne Support Company
1- Infiltrate Pathfinders: Airborne Pathfinders can be called in on a target building; if unoccupied they will spawn from that building and exit.
2- Supply Drop: Supply crates drop to target location; for 200-300 manpower, can pick up 50 munitions and fuel per drop; dropping over Munitions or Fuel points grants double the respective amount. Can be dropped over enemy or neutral sectors.
3- Blind Drop Paratroopers: A P-47 scouts the area, followed by airborne drop in fog of war
4- Heavy Weapons Drop: HMG and AT Gun
5- P-47 Rocket Run
UKF:
Field Operations Regiment
1- Stand Fast
2- Improved Fortifications
3- Field Support Truck: HQ truck deployed in the battlefield, once set up, can train Infantry Section, Royal Engineers and spawn from that truck's location; can also upgrade to forward retreat and use Coordinated Fire ability, and grants garrison bonus to nearby emplacements. Limit to 1 truck at any time. Slow, unarmed, and relatively fragile.
4- Field Recovery Operation
5- Air Supremacy Operation
Light Mechanized Regiment
1- 1- Infantry Reconnaissance Section: Infantry Sections with increased sight range and can call in a Recon plane for free like a designated command tank. Has the Observation toggle ability that cloaks them but renders them immobile and unable to fire, but reveals all enemy units nearby.
2- Designate Command Vehicle
3- Platoon Specialization: You are now able to select both AEC and Bofors to unlock; still requires researching both.
4- M3 Supply Halftrack
5- Hold the Line
OKW ones
Vengeance Doctrine
1- Emergency Repairs
2- Recoup Losses
3- Flakpanzer Ostwind
4- For the Fatherland
5- V-1 Flying Bomb: V-1 flies onto target area and detonates on impact; comparable to Stuka Dive Bomb explosion. The V-1 can be seen quickly flying in the minimap, and has slight scatter radius; accuracy is improved if target location remains in line of sight. Effective against all targets.
Last-Ditch Doctrine
1- Heavy Defenses
2- Forward Receivers
3- Incendiary Mines: Volksgrenadiers can lay light incendiary mines; effective against infantry.
4- PaK43
5- Tactical Air Support: While active, target friendly sector will be strafed by Stuka planes with 37mm cannons. |
No, if I want a remake, they can just make a "remastered" version for things like HD resolution, graphics, shaders, etc. Really, that's what remakes should be. CoH2 isn't meant to be a remake, it's meant to be a new game that advances the series, regardless of whether one thinks it does so successfully or not. |
They're called loot points, not supply, and not "coins".
It's probably just a bonus thing like BF4's double XP weekend.
Personally I liek it, especially if it was predictable like every weekend. |
I prefer a third Axis faction be featured in CoH3. AKA Japan in Pacific theme.
Why? MUCH easier to design and balance because it doesn't have to be done in consideration of Pershing and King Tiger. The best tank the Japs made (but never deployed) was specifically designed to counter....drum roll....the M4A3 Sherman. |
Recency effect, Relic loves it lots. |