One way to see it. But i rather have the exact thing you are describing there.
Maybe if squads vetted like mad, like in CoH2.
CoH3, seeing a vet3 is going to be rarity, I wouldn't want to lose it, because I was busy avoiding nade in another place.
I disagree. The call ins were very powerful, cheap, and came out quickly when you had fully upgraded them (the upgrades were actually quite a bit cheaper than the infantry/mech support center upgrades iirc.
I made a post elsewhere but the double P47 strafe for 40 muni (upgraded) basically instakills MGs if they don't immediately move, double P47 bombing run for 60 muni levels any house and destroys defensive positions.
Enemy can counter P47 bombing run with AA but the strafe is much harder and almost guarantees a decrew on any heavy teamweapon as long as it comes from the shortest distance.
It's definitely hard to beat the 76mm shermans, but with air support helping to dislodge enemy teamweapons and protect points, it's definitely not way overshadowed.
Agreed.
Air support once upgraded felt like you could really spam it.
You need that MG or garrison gone? You could get rid of it in seconds.
You don't feel that as other options provide straight stat buffs to your units, but air support offered flexibility and affordability.
the thing is, nobody or no majority asked for a faster tick rates.
4s is perfectly tried and tested and everyone enjoys the late game carnage. the back and forth, the downtime and breathing space.
so why cut to 3s now? who asked for it?
considering coh3 seems more heavy into vehicles, i can get 3 p4 easily. cutting down the play time seems wrong.
tanks move faster, we can transport troops now, and forward auto reinforcing.... i hope coh3 do not become like dow3 where everything just happens and concludes...
Endless whine for last 5 years about doing something about end game always regressing into heavy tank spam was indirectly asking for faster games as attempts of extending mid game itself by strengthening LVs opened an option to play, not the solution to the problem, faster tick rate fixed that.
I'd honestly not understand how a professional game developer could code it in a way that they could not easily change it. Tick rates have been untied from the game speed for years now, no competent developer does that anymore
Its called "hardcoding" and you pretty much have to hack your own game if you want to do something different, sometimes it works, sometimes it does not.
This is how it works. THQ was the copyright holder, as well as with THQ money. So a game created very quickly and cheaply in order to be a lifebuoy for a drowning company looks more interesting than the project under Sega.
Publisher being broke does not mean developer being broke.
That's why THQ went bankrupt and not Relic itself.
You don't just rush development when you hear your publisher run out of money nor it can just end payments to developer out of sudden. CoH2 already got delayed so Relic could work on it more, it was transitioned to Sega in that period as well, but I guarantee you, it had zero impact on relics financing, THQ HAD to pay them due to contractual agreements, they simply went into deficit they were not able to recover from and had to field for bankrupcy and to sell their IPs/studios.
Have fun arguing with me about it further, please, pretend I didn't worked as developer on publisher level and I don't have first hand inside knowledge of how these things work as well.
1. No, however everyone should have a hardcounter for it.
2. You don't see them, because the game is set in early war, 1939-1942, not 1945, like CoH2 was.
3. No, that was a bad system that further punished losing player and prevented him from making a comeback or even reinforcing troops if he had larger army.
5. Why tho? Again, early war, Panzer 3s and StuGs + light meme armor was all that Germany had and used, hell I'm surprised Panther even is in the game.
6. You mean blobbing and it will still be here, its a staple of really any RTS.
7. Always was?
8. Matter of opinion really, I find infantry portraits a lil bit silly after CoH2 ones, but miles better then CoH1 ones.
9. That is because you use for coh2 and coh3 the exact same GPU you played CoH1 on, if you had relevant hardware and correct glasses for your eyesight, you'd see the graphics are perfectly fine.
11. Why? They already are much less potent then in CoH2 and you have a lot more counters to them as well.
12. The only vehicle capable of this has paper mesh armor and will be murdered by basic engineers.
It is also worth remembering that CoH2 was made when THQ was bankrupt. CoH2 simply had no money, in the single player campaign everything is clearly visible how the game was made cheaply and simply. And even in this form, I have a much more positive perception. Graphics, gameplay, abandoned machine guns(unlike the first part when the machine gun could only be captured if it was deployed), abandoned tanks, blizzards, factions (unlike the third part where you need to play the third time in the same USA, Britain, Germany) and much more just aroused delight compared to the first part. The third part was not "wow effect" although the developers had to create a game in a more relaxed environment when your publisher is not bankrupt.
That's not how it works.
That's not how any of it works.
Assuming a 1 VP advantage, all games are a good 8 min shorter or, unsurprisingly, 25%.
There's no reason why the tick rate should matter only in stomps. It matters in all games, and all games will (from what we could see in the test) be shorter by roughly a quarter compared to CoH2
But again, is it a bad thing?
I don't know about you, but I tend to lose concentration if game takes too long.
I won't exactly miss seeing 3 tigers/churchills/whateversuperunitlategame in a span of a single game from a single player.
Hell, shorter games do fix a problem of skipping mid game, rushing for late game armor and spamming it.
CoH3 is definitely mid-game oriented compared to 2.