The addition of seemingly endless, non-specific progression ranks with prestige was an attempt to incorporate mechanics that have been extremely popular in FPS since COD4. Somewhere around 2008 every other game in existence started including it.
They tied bulletins and meaningless faceplate etc unlocks to it so that it actually did something, but they didn't want to commit fully by making doctrines and other serious game-play impacting things require leveling. Then WFA came out and they rejigged the whole thing, ranks themselves were left in the dust.
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Post History of ThoseDeafMutes
Thread: XP System? Usefulness?15 Mar 2015, 09:23 AM
In: Lobby |
Thread: New British Sapper??15 Mar 2015, 09:19 AM
The far right image was a background image for CoH1 sometimes too. In: COH2 Gameplay |
Thread: 100mm BS-3 AT Gun11 Mar 2015, 23:11 PM
1944 equipment? Unlikely. If you sacrifice your firstborn son to Relic, they might throw us a bone with a KV-85/IS-1 or something. In: COH2 Gameplay |
Thread: ostheer CAS overperforming.11 Mar 2015, 11:47 AM
There should be like an "air superiority" ability that lasts for a couple of minutes and doesn't let the enemy use any air callins ![]() In: COH2 Balance |
Thread: ostheer CAS overperforming.11 Mar 2015, 09:40 AM
Well CAS for OH is pretty historically accurate. The 1944 German armies were famous for having air superiority, which is why they get so many doctrines with airstrikes and a commander dedicated to spamming infinite numbers of airstrikes. In: COH2 Balance |
Thread: Five man grenadier squads are exactly what Ostheer need.11 Mar 2015, 05:46 AM
Did you nerf K98 damage to compensate for the xtra man as well? If you read OP, it says 280mp is the new cost for the squad. So it doesn't sound like it. In: COH2 Balance |
Thread: ostheer CAS overperforming.11 Mar 2015, 00:43 AM
Fuel transfer moved to 4cp Fuel transfer gives less muni (does it give 150? If so, reduce to 120). Transfers shouldn't ever be so efficient imo. In: COH2 Balance |
Thread: Heavy artillery vs. Tanks11 Mar 2015, 00:39 AM
Make arty do semi-reliable crits on vehicles would be pretty awesome. 70% chance crew shock 10% chance engine damage 10% chance heavy engine damage 10% chance gunner injured Figures pulled out out my ass. Main gun destroyed might be slightly harsh, but I'm open to it being included. In: COH2 Balance |
Thread: Let's Make USA Easier to Play Late Game10 Mar 2015, 00:44 AM
Jackson needs to be reworked to be a counter to heavy armour instead of medium armor (which it is most effective at currently). Increase pen, decrease damage, increase ROF slightly, increase fuel cost. It should be a bit more expensive (but not much), have better perf vs heavies, worse perf vs mediums (compared to right now). Pershing doctrine would help them be more viable in team-games compared to now, while minimally impacting balance in solo games. If I was in charge of the factions, the USF would have 3" AT guns out of captain's tier, with the 57mm reserved for Airborne doctrine. It would be more comparable to a Pak, maybe slightly worse but within that range of performance. Vet 1 ability would be the AP shells as with 57, giving the USF a good way to pen heavies. I would make the M10 wolverine longer ranged, as a sniper tank, maybe a bit of a buff to make it more useful (and slightly more expensive) then swap it with the M36 Jackson. Jackson would be a more expensive doctrinal Tank Destroyer in Armored Company (140-145 fuel). It would have Sherman tier hit points/armor, but with Jackson gun performance (tweaked as described above to be more heavy tank focussed). This change would be more ok, because the stock US would now have a seriously effective AT gun in the captain's tier. It would also make more sense having the M10 be stock, since it was in reality the far more common TD. In: COH2 Gameplay |
Thread: Rework Aircraft & AA Mechanic9 Mar 2015, 03:27 AM
Realistically, loitering area of effect stuff should never have been part of the game, single pass stuff that can't be shot down would be 1000x easier to balance. Stuff would behave more consistently, there would be no RNG aircrashes etc, and OKW's tech structure wouldn't hard counter recon runs and shit. I'm so sick of having my runs end ludicrously prematurely just because, surprise, the OKW players built Schwer HQs. In: COH2 Gameplay |
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