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![]() An 8 pop Luchs for example could be a raketenwerfer instead and be much more useful in the very late game, which got changed back in 2018 (but it's still 1 pop too high). ![]() A lesson learned pretty late into CoH2 balance and now seemingly forgotten is that light vehicles need very low pop cap to scale effectively or else they become an active hinderance on your very late game composition and end up being nothing more than a timing attack unit. This should ensure that no matter what your envisioned end game composition needs you still have room for 2 or 3 spicy units. What I want to see happen is an increase of the pop cap limit to 110 with a handful of units having slightly lower pop. The current strict limits are greatly at odds with CoH3's "Play Your Way" philosophy of creative player expression so I have come up with a comprehensive proposal to hopefully make CoH3 live up to its ambitious tagline. It makes me wonder where the "strategy" part of the series has gone. Anyone who has seen enough CoH2 tournament play in the last few years has noticed the army compositions end up looking about the same cookie cutter "2 of every animal" thing (to steal a quip from AE) every time the game goes long enough (3 tanks 2 at guns 1-2 hmgs 2 engineers 3-4 mainline and little to nothing else). ![]() The CoH3 pop limits are almost 1:1 from CoH2 which puts a strict limit on your very late game army composition and severely limits the number of "spicy" units that you can afford in your composition to just 1, maaaybe 2, especially in 1v1 where you need enough "core" units to cover your half of the map. Even if you had captured only half the map you could make a way bigger, more diverse, fun, and personal army in CoH1. CoH3 seems to be a return to CoH1 form which I think is wonderful, but we have the strictly limiting popcap of CoH2 which was and still is by far my least favorite change from CoH1 to 2, although having a consistent army size is nice. ![]()
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