Should check my 2nd post.
First part: you will be met with the argument that the game is way cheaper or even free in some cases and the commanders are there as monetization system.
Second part: "the best one this game will ever get". I agree on what i said, it's just that i don't expect anything to change and i just explained why things are the way they are.
While buying everything separately is overpriced, isn't there a version which cost a normal AAA price and gives all factions, commanders, campgain and coop DLCs available?
The base game costs 20 Euros if not on sale on steam, not including any DLC. That's what Relic still deems their game to be worth. I personally find that quite expensive for the content and the age of this game. Then there is the "All out war edition" which only came across a couple of months ago (so it does not excuse the years before that). Afaik, it is not really available apart from third party key (re)sellers. I don't know about the current prices, last thing I saw some time ago was 10 or 15 Euros. This one is a good deal if you're buying it new. The issue with the base (=Steam) version is that the multiplayer experience is very limited since a lot of the replayability relies on commanders. If we assume you'd need about 3 additional commanders for each eastern and 2 for each DLC faction, that's 12 more commanders. Each commander costs about 2,50-3 Euros, which basically means Relic is asking for an additional >30 Euros. Even if you get the game including DLC factions for free or on sale for 5-10 Euros, that's a quite a price. And again, yes, All out war edition exists, but this pricing has existed even before that version and still exists today.
Regarding the second part: I apparently then misunderstood how you meant that sentence. I think the current system is shitty, that's all I wanted to get across. |
Because most people here have either been playing since game release, had been playing before the big compensation OR when they introduced a limit cap on supply gained on custom games (people afk farmed them with scripts).
Many commanders which were given for free at some point, are not available in all versions of the game. Therefore things like humblebundle versions or simil don't have even the most basic commanders. So this makes it impossible for veteran players to relate with the experience of someone "new" towards the game.
Same thing happens in other genres of games, although it's more understandable if they are F2P.
I didn't mean that they claimed it 5 years ago. This thread pops up every now and then, and even on the latest iteration of the loot system they were doing so. It might be that they unlocked all stuff before that and don't know the grind, but on the other hand it is not difficult to make a quick estimate of how long you need to play given the drop rate of supply, games for a reward and prices of commanders and considering that a normal game lasts anywhere between 30-60 minutes.
I also disagree that the current system is the best one. The commanders are heavily overpriced (unless making ~20 commanders requires the same amount of work as making a new AAA game). And they are supposed to be like that, because buying them with supply is not feasable. The base commanders are fairly limiting in play style, so the actual 'full' (not even meaning all commanders but a decent selection) game of CoH2 still costs quite a lot, especially for an 8 year old game. And the latest since Relic is not really involved into balancing anymore, the commanders cost them zero work and maximum profit. I don't mind paying for extra content if the content is worth it, but the discrepancy is huge here, even for a game I like as much as CoH2. |
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The streamers played shit tons of matches and there was some compensation when the loot system was introduced and replaced the old system. That's how they got these huge numbers.
But I agree, the loot system is very, very shitty. I think I had to play 130 hours per commander. And half of those commanders were random drops, so I could not even decide which one I want. Plus, obviously, you cannot spent your points on anything else than commanders, otherwise you will delay the next commander unlock.
All commanders are basically completely pay walled at this point. I cannot understand how in previous threads some players seriously claimed that you can unlock them by just playing the game and no one were forced to spend money for the full Coh2 experience. |
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I'd rather want all bulletins to be removed or do something actually meaningful that helps your strategy instead of an unnoticable tiny boost for stats that are mostly hidden anyways.
No more passive stat increases. Bulletins should have been on the level of ability unlocks for certain units or completely removed in the first place. |
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Long time ago someone found the reason for the 'barrage not firing' bug. It had something to do with giving(/queuing?) orders while the mortar was not facing correctly.
Maybe this one has similar reasons, that the mortar wants to start another command before CoH2 sets the smoke barrage to finished or so.
Can you reproduce this issue? |
That might be because your unit is sitting in a trench and the flamethrower can't aim downwards. It happens for trenches like the ones used for Rails and Metals and Alliance of Defiance.
They only do four more damage to models in Green cover? Strange, it always felt like they did more that that. Perhaps its just a factor of them generally also being very bunched up (And in the case of Garrisons, it hits all models automatically, right?)
I feel as though I've noticed Flamethrower bursts occasionally doing no damage, too, but I dont have any evidence of this, and can't really think why it would be the case.
Flame throwers can apparently be blocked by terrain objects. So in some instances the flames can't fire through terrain or rocks, despite the model trying to attack through the terrain. I think this can be the case for trenches (as in trenches on the map, not the buildable British ones): The flame hits the ground in front of the trench, so the flame is blocked. |
(Extra damage to garrison/less damage to water/negative)
Hand held flamer do similar damage, vehicles not so much.
That's a good point too. They deal more damage vs units in green cover in general. Yellow cover is not affected iirc.
Basically if you see a flamer and your units are behind a sand bad: Run to the open field. First you do not get the additional damage modifier, second your models space out, causing less models to get hit per burst. |
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Afaik: Flame throwers target a model (or a spot when attacking ground) and apply an AoE around this model. They deal 16 damage to all models within the AoE. That's at least how I understand pio flame throwers, and I think the infantry based ones are all the same.
I think the 251 has either damage over time component to it or there are multiple damage checks during one visual burst of flames, but not sure. Maybe it sets the ground on fire which causes the DoT (that's how molotovs deal most of their damage).
EDIT: Just to be clear: The 251 does some damage upfront followed by additional DoT damage as described above. |
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One question:
Why is it that the emplacement never suffers damage on the first 2-3 shots?
It's like a second health bar that is not repairable. |