I have to agree with Wehrwolf that the fact that CE content has 'run-out' just short of the new commanders is a little disappointing - i like some here watched the stream and left with the impression that these were my 5 final commanders, and I was fairly happy with that. Technically I have been given another - rehashes of the ones I have of which maybe 1-2 are a useful remix of those abilites.
The original THQ CE cost me £70 which I happily I happily bought as I felt I owed Relic for 6 years of COH play in exchange for about £50 of game and expansions. The basic COH2 game was available a few weeks after launch for as little as £20 so this is a significant premium and I thought that apart from helping the developer launch the game (and survive) it would shield me from DLC shenanigans for a reasonable window.
I did of course get other value - copies of COH1 (my third copy perhaps- ALL of my friends own this £10 game) a copy of DOW2 - my only exclusive as a THQ CE pre-order - a game I already have.
Skins - yes lots of them but I can only use one at once! and whilst nice to have the set I probably would never actually buy all of them separately (I bought the CE to not have to care about this)
so for me apart from a few skins I wont use much and handful more commander 're-mixes' there is little to show for the £30 extra I paid.
I fully accept that I will need to and should put more money into this game to support it post launch and I would be happy to do so but two aspects of this have 'grated' on me a little
1) The new commanders released the same day as my final "free" content but which I don't get - couldn't they at least have had the decency to release a bit later so it was clear that I wouldn't and it didn't seem quite so nakedly cynical
2) Whilst I have been quite forgiving on this I have a slight sense that I haven't had all the original stuff i paid for and now they are asking me to cough up some more cash. Still no sign of proper leaderboards, input lag and game connections COULD be better, Replays system might be a little updated perhaps to justify the AAA+ price tag of £70?
I expect I will buy the new commanders and continue to buy stuff that comes out but I will feel a little less of that purchasing 'glow' than I might have done. Couldn't we at least have a modest discount bundle for the whole set as suggested elsewhere - I know they are 33% till october but that just feels like the salesman in your living room saying "buy today sir - I can only give you this offer the once"
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Post History of Array
Thread: To Relic concerning DCE preorder.26 Sep 2013, 13:35 PM
In: Lobby |
Thread: what is it you think makes the top players24 Sep 2013, 10:34 AM
http://www.sirlin.net/ptw/ Adaptability is king apparently trumping all else including game knowledge In: COH2 Gameplay |
Thread: MG42 Post Patch16 Sep 2013, 15:47 PM
Sorry I feel responsible for this having brought up real life infantry charges on mg's - can we get back on topic. The bulletin unlocks about level 43 I think. I believe as someone else mentioned that a reworking of Bulletins is being considered. Perhaps in this case the base mg should have between 5-10% added the the bulletin nerfed or 're-worked' whatever that might involve. It does seem quite harsh to punish new players trying to use a staple unit such as this. Most other bulletins are much more marginal in their effect on gameplay In: COH2 Balance |
Thread: MG42 Post Patch16 Sep 2013, 06:28 AM
I don't think single or even 2 squads should be running upto the mg but once you get to 3 squads plus I am happy that there is a CHANCE that one gets to within molotov range. My personal experience of mg's post patch with a limited number of games is that it has still owned my infantry In all situations provided it is set-up with a good stretch of open ground between it and me. In any situations where I catch it out of position or not set up or placed ahead of its army with line of sight obscured, provided I Oorah immediately I am likely to run past it or at least get in throwing range compared to previous where if a single model was still in front of the mg by the time it finished set-up the whole squad would be pinned. An exception is houses which are much easier to approach with a second squad (maybe too easy?). There some valid points on here where people are claiming that single squads have walked up to them but I haven't seen this- is this maybe the rng and did the squad enter the mg arc at maximum range? The doctrine issue is also a relevant point. Overall it is my opinion that if it is not right it is very nearly so. In: COH2 Balance |
Thread: MG42 Post Patch15 Sep 2013, 23:03 PM
Well providing you pay for it in casualties on the way it is fine. better of course to spread the blob out so the mg has to switch. COH is obviously a game and so not really meant to be totally accurate but the stupid tactic of charging head on into enemy mg's was used time and time again as pre-tank and without lucky/overwhelming pre charge artillery and mortar fire as it was the only way to do it. btw you do prepare your mg positions don't you with green cover, wire and interlocking fields of fire over open ground? This is what caused the massacre of WW1 soldiers not a lone exposed mg. In: COH2 Balance |
Thread: MG42 Post Patch15 Sep 2013, 22:28 PM
If there is a blob of them - some of them should get through if the distance is short enough - in the replays and games I have seen since the patch provided they start from enough distance (i.e. the mg has a decent sight range due to spotters/clear ground) the mg will suppress and kill. If conscripts are oorahing from well within maximum range then they may well overwhelm you. Rushing mg positions is a well worn military tactic though can often result in a medal for those involved In: COH2 Balance |
Thread: Which faction is best late game?15 Sep 2013, 18:08 PM
So far, this is my (newbie)experience playing 2v2 as germans: I do quite well early game. Then I gradually lose the advantage. In t3 I get a pz4. Going ostwind seems like suicide, since I have access to so little reliable AT. The pak sucks big time. Screcks cost 120 munitions. A lone soviet medium tank will crush my ostwind. So pz4 it is. Now I try to maneuvre so I can use my tank to my advantage. I can't get close to hardly any soviet infantry, because their heat-seeking AT granade destroys my engine and renders my tank a sitting duck to SU-85s. Their 120mm mortars destroys my fortified positions as well as static units (mgs, etc. of course I can reposition them, and I constantly do, but the mortar has a huge range and it is difficult for me to "out-mortar" them). If I try to push to take out their mortar positions, my tanks get damaged by a SU-85 shot from out of nowhere and I have to retreat it to save it. You could try overrunning their positions with panzer grenadiers. If they have no well microed snipers and you keep moving to avoid mortars then their best counter is t34. Hold the p4 back to deal with these or get 1-2 shrek squads. In: COH2 Gameplay |
Thread: MG42 Post Patch15 Sep 2013, 17:45 PM
I think that was the point he was making In: COH2 Balance |
Thread: MG42 Post Patch15 Sep 2013, 16:57 PM
Sorry deleted post In: COH2 Balance |
Thread: MG42 Post Patch15 Sep 2013, 16:22 PM
Oz - in the replay how does the caster get it to display both players commanders and unit icons? In: COH2 Balance |
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