The way I see the one sidedness of games depicting WWII (for example, no German campaign in any COD series, Coh2, etc) is just propaganda that still to this day says Allies = good, Germans = bad.
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Thread: CoH2 vs DoW3 players comparison25 May 2017, 23:56 PM
This discussion isn't going anywhere good In: Lobby |
Thread: CoH2 vs DoW3 players comparison24 May 2017, 08:58 AM
As mentioned Opposing fronts had a campaign about 2 german brothers defending arnhem against the British. During the campaign they note on the fact that their Mum's house doesn't have a roof anymore and at the end (sorry to any of our Russian bretheren) reflect on the fact that winning at Arnhem might not be so good for Germany in the end. I've a vague feeling one of the brothers is dead too but I might be wrong. In: Lobby |
Thread: CoH2 vs DoW3 players comparison23 May 2017, 22:54 PM
What about the Opposing Fronts German Campaign - stopping Market Garden? Or is that the one you mean In: Lobby |
Thread: CoH2 vs DoW3 players comparison22 May 2017, 13:53 PM
I helped a player recently who was asking in game chat why he couldn't play with his friend who was on mac. I didn't know it was even on mac but dug out some old posts including one from a relic dev as to why this was not possible. Essentially the dev explained that with a deterministic engine it would only take one small difference in calculations for the game to unsync. I guess some kind of emulation layer would be needed to overcome this. Sounds like something beyond the Relic we know In: Lobby |
Thread: Eastern Front Armies Revamp 21 May 2017, 23:13 PM
Trying to balance EFA seperatly is not the way to go . The fact that they are the most balanced makes them the easiest to re-work. They then become the reference to balance the other factions. Of course it's not just about balance it's about cheese and promoting skillful fun gameplay. In: COH2 Gameplay |
Thread: why allies can't get a HGM that really can suppress?19 May 2017, 12:33 PM
Maxim has a problem which is to be patched- it has a randomised aim time that means suppression is unpredictable In: COH2 Balance |
Thread: Teamgame dominant meta18 May 2017, 21:49 PM
I think so though the commander is gimmicky. I'd rather that the aura buffs for team mates was disabled and you can only make hq in captured territory (and stops working when decapped) BUT the commander get some slightly better other options and/or improve m42 Also hq rarely reaches /synergises with vehicles where I feel the biggest issues occur. narrow streets etc. In: COH2 Balance |
Thread: Teamgame dominant meta18 May 2017, 15:48 PM
No other ~60 muni abilities (save satchel which you can predict and has a timer) can kill or damage so much stuff. I think Demos should only be built on structures or green cover - having random 'super mines' be anywhere (like main roads/pathways) is a bit rubbish especially considering that other mines were nerfed to kill max 2 models. Tellers should also perhaps leave light vehicles like stuart, AEC, halftrack (but not M3) with a sliver of health. Its boring having to have a sweeper everywhere or pay such a heavy price for one small mistake although making them not explode when sweepers were near would be an improvement as its easy to react too slow when spotted In: COH2 Balance |
Thread: Teamgame dominant meta16 May 2017, 15:11 PM
While I might agree that Stuka Dive Bomb might need some tweaks (I would suggest increasing the muni cost) None of this is in a vacumn - comets / cromwells are nerfed, mod team would like to nerf firefly. It's about making the game fun and targeting outlying units. I suspect that in nearly every occasion the jagd and elephant trade for more than their cost in games. A well designed unit should only do this consistently when used with skill or against poor players. The Risk of flanking it is generally high and a failed flank is often gg rather than just a set-back. I think ost panther should get a very modest bit of love but in general other stuff needs to come down to the strength of ost panther / panzer 4 so you have units that work well only when combined with other units and controlled with skill In: COH2 Balance |
Thread: Teamgame dominant meta16 May 2017, 15:03 PM
Aura buffs are problematic in general as they can break many core mechanics - hard enough to figure out/moderate how they may change balance in one faction - apply the buffs to a range of units from another faction and its even worse. Besides which, that Panther is not part of the command structure of the team mates company! In: COH2 Balance |
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