giving USF less options by gating what few upgrades they have behind the various tiers is not going to help the faction. |
i'm going to bring up dow2 since it uses the same mechanics but at a smaller scale.
in dow2, unit preservation is key and you generally only have 6-7 units in a match (1v1). as a result of less units maps are generally smaller and unit's roles are more defined (melee helps a lot here). most units also have active abilities (almost all require at least a modicum of skill and some require quite a lot as well as coordination between units) which means that each unit requires more micro then the average coh2 unit. in the essence(?) engine infantry squads are really the intended focus and where the interesting mechanics are. vehicles in general suck (they're more interesting in coh2 but there is too much RNG).
the focus on infantry (generally each faction has 3 stock vehicles out of ~~10 stock units) in dow2 in combination with most squads having active abilities means that dow2 is much faster paced and uses the engine mechanics better. dow2 has a bunch of unused stuff (like knockback and stuns as well as melee) that are not used and thus limits both the play options with infantry as well as the variety of things you will encounter. coh2 places at lot more focus on vehicles (generally half a faction's units are vehicles) with their weaker mechanics (pathing, stun, parts damage) and ends up being a more forgiving (and thus longer/slower paced) game as well as a less deep game.
i'm pretty sure i rambled badly there but hopefully i managed to stay on topic and people can understand what i wrote; i've very tired. |
i don't really get the reference but i'm not sure the engine supports grabbing crawlers. i'm also not sure how often you get crawlers but it seems to be very RNG based.
overall i'm not sure how i feel about this but i think the bigger issue is that this isn't really needed. |
the Neo of metas?
the advantage of spam is that you can (theoretically) be in more places at once. two 34/76s can be fighting on two different parts of the map while one V can only be in one place. on the other hand, a V can kill a 34/76, back off, and come out way ahead even though two 34/76s cost more. |
allowing for pop cap to be freed up still (potentially) leaves you with the loss of the mp/mun/fuel spent on the unit. for most units i think that's probably an acceptable trade off. |
There's a boolean value for resetting veterancy bonuses on the death of the crew. Relic just keeps forgetting to set it right.
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I think pack howitzer is decent now. Only thing i would change is vet 2 bonus, it should give +50% damage instead of +100% only barrage damage. Pack howitzer also should have +50% damage modifier against okw buildings.
can't buff the base damage or it fucks up with vet abandons. |
i'd like to have the build time decreased so i can place them reactively rather then always having to place them and then hope the enemy has a vehicle in the area while i'm there and that he falls for my bait. if they took like 5 seconds to place i could spot a tank, fall back while planting one behind a shot blocker and then bait the tank onto it rather then getting caught trying to place it somewhere i was safe 7 seconds ago. |
With all the arguing, have we overlooked something else about the M5 that is very disturbing? When its main gun is destroyed, it just keeps on going.
the "maingun" is an upgrade. |
Random everything, factions, bulletins, skins, commanders. Of course we need control, so tick what you want randomed, or even have two set commanders and one random one etc. I might be overthinking this, but it would be cool, like in DoW II with the random option randoming faction, hero and colour scheme.
RNG: The Game
not really that different from what we have. |