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No word on how that's going to work yet, but it seems like it's just going to be the typical tech tree and combat Doctrine upgrades.
The Americans, Wermacht, and Panzer Elite only got a few alternate reward units to fix any balance issues and add some diversity to their tactics. The British are the only faction that received such a massive overhaul, and it's an optional one to boot. They're still not very complete though, because aside from infantry they don't have much in the way of of armor (or anything else for that matter!)
I got the first Company Of Heroes off the THQ Humble Bundle and it's so good I'm interested in the sequel now. Certainly looks... Bigger.
Although I'll always hope they'll eventually go the Wolfenstein route and have zombies, inviso-germans and mecha-hitler.
Seems doubtful since the first game was obviously "Band of Brothers AS AN RTS!"
I'm sure the main game will remain pure historical WW 2 but there's no reason they couldn't get silly with an expansion pack.
I absolutely love the tactical combat of this series and Dawn Of War. It just... Makes sense. My biggest problem with other RTS games has always been how I had difficulty wrapping my head around how many troll spearthrowers with X amount of upgrades you need to take down a gyrocopter. In Relic's RTS games using basic logic will win most rounds of the Tactical Rock–Paper–Scissors, so it stops being a game about numbers.
edited 15th Dec '12 7:40:39 PM by ShirowShirow
It still was a game of numbers, plus the occasional nasty bit of the random number god rearing it's head. For instance, Accuracy was determined by a hit percentage. Because of this, certain units like the engineers could actually miss at near point-blank range due to their accuracy rating being so low and severly effected by almost any sort of movement or combat stress. Same goes for tanks, who could be standing perfectly still, firing at a vehicle directly in front of them which isn't moving either, and STILL miss it.
Yeah It's not perfect.
Still, your men aren't completely braindead and don't require micromanagement every step of the way. Real-world tactics will work. Everything is to scale. Winning involves outmaneuvering your opponents and controlling the battlefield. It's a much better simulation of warfare then, say, Starcraft where your units are completely disposable and everything about base-building makes absolutely no logical sense.
And since a fight between some people with guns doesn't end in five seconds, once a match really gets going the din of gunfire never really stops. There's none of that Command And Conquer "build a huge army that stands around doing nothing then blitz the other guy" stuff.
edited 16th Dec '12 10:35:34 AM by ShirowShirow
June 25 release date.
Now to wait for a date past that at which the fanbase believes the game's balance and performance is relatively stable because as much as I love Relic, their track record on those ain't pretty.
This is a question regarding the first game (there's no thread for it and I don't think starting a new one is called for given the sequel is about to come out), anyone play on Steam and not get any voices/sounds in-game. The cutscenes work fine and the music plays but I get no SFX or voices.
Closed beta is available to anyone who likes the Facebook page.
The Facebook page.
Well I've had the chance to play one match so far. It's not that much different from the previous game, but what I've noticed is how identical many of the units, tactics and gameplay mechanics for the Soviets are to the Eastern Front mod for the first Co H game. Sure, there's no Comissar heros available at the start, nor is their artillery as powerful, but otherwise it's very much the same.
I guess they decided to take the route Blizzard did with Star Craft 2: make keep things the same, but just more refined, easier to control and updated. Not a bad thing in itself, but it's still a VERY punishing game to newbie players. Even losing the engineers you start out with at the beginning of the match can turn out to be a fatal mistake, since both scouting and territorial control are so utterly vital in this game.
edited 16th Apr '13 10:12:25 AM by SgtRicko
They need to tweak mortars so one-shots never happen to squads. I've seen it a bit too many times thus far...
Redeemed my code for the beta. Now to proceed to never actually play it since I'm swamped with a massive backlog of other games to play thanks to Steam, Go G, and my spending habits in the past.
Also for some reason AI mortars seem to have pixel perfect accuracy while mine end up in a different hemisphere.
Haven't run into issues like that with the AI's accuracy or super-buffed yet. Rather, my problem is that it's uncannily good at predicting your paths and the fog or war clearly doesn't affect it as much as human players are.
Hey have you not played the beta yet?
Mortars are absolutely fucking ridiculous in the beta. I can't take my attention off a front line infantry squad without it getting shredded by a mortar... and when I bring in my own mortars they get hammered by counterbattery fire that wipes out half the unit in an instant. MG teams and AT guns get hammered, so I just can't play defensively. And when I try an attack, the mortars hammer me flat when I try to flank the enemy machine guns.
Or maybe I'm just playing it wrong.
edited 25th Apr '13 11:32:36 PM by Maka4
Company of Heroes 2 is a well-made game, but it's just not my style of RTS. I prefer Age Of Empires II style.
Dunno about you, but mortar teams haven't given me any major headaches so far. The biggest issue has the MG teams who manage to get into a hard to flank position first, and then prevent anybody from advancing due to their suppression slowing advancing units to a crawl. Sure, the mortars can take them out, but by then the enemy has scout snipers going around, specifically to spot and stop my mortars.
The Company of Heroes 2 beta has returned.
What the hell are you waiting here for, a direct message from Comrade Stalin himself? Get to your battle post, tovarich!
edited 31st May '13 8:35:49 PM by VutherA
Eh, I'm gonna skip this time. It's a fun, well balanced game, but the whole time I was playing it just reminded me of the Eastern Front Mod and the original game. Aside from the new perks system, the increased environmental interaction, and the much wider choices of Doctrines available, it's still basically the same. I guess Relic decided to take the safe route like Blizzard did with Star Craft II and not make any radical changes... now I'm kinda wishing they did.
I found the differences to be initially subtle, but I frankly can't see going without them now that I can tell.
Wow, my first comment about this game is almost identical to my latest one. Deja vu strikes again!
By how, exactly? Do you mean the snowstorms, or the "Truesight" vision mechanics? Neither one is actually that new. The only thing that seems to really stand out is the frozen lakes, since it's a damn risky proposition to cross over those rivers due to how easily artillery can crack the ice.
-The UI showing unit health bars at the top-right, which is a goddamn godsend (the Irony is intentional)
-Tanks are much more vulnerable to hampering criticals, requiring support more heavily when they tended to just roll over everything in the first game. When I first used them, I thought they were just squishier than before. Some unit info someone found suggested that was not the case so I realized this.
-I've found the True Sight to be a pretty legitimately big improvement, if only for how smoke has become a much more interesting tool compared to the "Abuse flamethrowers/Cover unit capping point except it's still a sitting duck for explosives" barely-useful thing it was before.
-Turning capture points into an area is worlds better over the capping unit being generally completely out of cover/standing completely still for explosives and artillery. This rendered the amount of beating your enemies necessary to wrest a Victory Point to be quite large and made games get pretty one-sided one they got going.
edited 1st Jun '13 10:43:41 AM by VutherA
Open beta is open
Unfortunately I think my second point was changed and is no longer valid
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