How do you think this mechanic compares to other abilities in the game? Are there similar abilities that feel more or less balanced, and why?
In what ways could a mechanic like this affect strategic depth? Could it potentially add a layer of complexity that rewards careful planning and positioning?
What role do you think mines should play in COH3? Should they be more about tactical placement, or can they be a tool for more immediate, area-denying actions?
If the game developers were to alter this ability, what changes would you propose to maintain its strategic value while addressing your concerns?
In my own personal opinion, I think it would be best if they explode on contact when falling, but require friendly engineers to dig the mines into the ground, "setting" them in order for them to explode afterwards.
Freely I admit that I haven't played the game in a while so I don't really know how exactly they work rn |
Churchill Black Prince Heavy Tank
hp 1200 damage 240 speed 3 Penetration 325/300/280 armor 440/340/150
The Black Prince has nothing to do with my post, as I was talking about the USF performance against heavy tanks, not Axis performance against heavy tanks.
Also, the vet ability of the King Tiger to reduce damage frontally (-25% damage at vet 1) and then another 25% reduction on side armor hits at later veterancy could theoretically make it a teamgame beast (though the side armor damage reduction is bugged rn):
(@19:55 minute mark)
Of course, that's unfortunately hamstrung by how fast games end in CoH 3... |
pershing: 1200hp,240damage,vet3 speed 7.02,armor 300/180/90,Penetration 380/360/250,cost 690mp 180fuel 20pop
kingtiger: 1200hp,240damage,speed 3.25,armor 440/300/80,Penetration 400/350/300,half the fuel income, cost 700mp 180fuel 24pop
That side armor isn't something to simply disregard, but when you lay out all the stats like this, the KT seems pretty lackluster.
My uneducated 4v4 brain says either get rid of the fuel income tax or have a quarter of the initial fuel cost for the call in.
EDIT: On second thought, 440 frontal armor is pretty tough for USF to deal with since hellcats are all about diving, no? |
- What do you mean by "pay to win" and "pay to lose"? Can you explain how the DLC changes the balance of power between the factions?
- In your opinion, what makes a faction "stronger" or "weaker" in a game like this? Is it just about raw power or are there other factors like strategy, positioning, and unit synergy?
- You mention that the Pershing has the highest speed of 7.02. Do you think speed alone makes it superior to other units? If so, why? Furthermore, how does this speed contribute to the overall balance of the game?
- Could there be other factors, beyond speed, that make the Pershing more effective than other vehicles? What about its durability, firepower, or strategic versatility?
- In the context of historical accuracy, do you think the speed of the Pershing is realistic for the unit's role during World War 2? How might this affect the game's balance?
- You said that the Axis faction experiences "pay to lose." What specific mechanics in the DLC make the Axis factions feel weaker? Is it a result of poor design or does it reflect an imbalance between factions?
- How would you define fairness in a strategy game? Do you think the inclusion of DLCs that alter faction power affects the game's fairness, or do you think it’s more about how players adapt to the changes?
- How does the introduction of paid content influence the long-term viability of the game? Does it motivate players to strategize more and increase player engagement, or does it create frustration and turn players away?
- Do you think the game’s designers intended for one side to be stronger than the other, or was there a specific purpose behind the decision to make the Allies more powerful in this DLC?
- Could it be possible that the perception of imbalance is subjective, depending on playstyle? In what ways might different players interpret the strength of the factions differently?
- Are there ways to counter the perceived advantages of the Pershing, or does the current design lack sufficient counterplay options for the Axis?
- What would you consider a balanced DLC in the context of this game? How could the game developers improve balance without sacrificing historical accuracy or gameplay variety?
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he started bashing me if I am slow to react, and if I am scared I should go to church. I asked why not mosque, and that had him, he threw himself in an evangelical fit talking about jesus and the one true god. All on coh2 chat...Also assumed me to be muslim and started using the P word. Is there any hope for okw and the future of coh2 with moderation of such behavior?
This is your brain on MAGA. |
lmfao CoH4 v.4 |
i *am* worse than bad |
sorry my bad, I missed this post back then. The guy you mean is also known as Atlas, and he is such a legend they even made a video about him:
thanks Alter! |
... auto-reinforce, damage reductions ... auto-vault etc etc just lowered the skill ceiling so damn hard. ...
I don't see how these ones specifically "lower the skill ceiling". This is more "raising the skill floor", no? |
I dont know what this means and I am afraid to ask so I will just play along. but it has cats so I approve. Welcome back friend.
[pets cats]
Hello hello. This thread is exactly what it says on the tin! Post some CoH voicelines (and also maybe funny animal pictures that match with them)!
"So much snow... we should build snowshoes"
- OST Pioneer Squad, Coh 2
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