![]() The pacing seems a little off (light vehicles hitting within 2-3minutes rather than 5-6 minutes) and with the removal of the lock on snare (imo the best feature in the game) leaves infantry feeling incredibly vulnerable to well micro'd vehicle play. ![]() However, I feel some of the weight and intensity is missing. Its vibrant, colourful and visually impressive. I feel the game is lacking a bit of grit. This can only be a good thing!įinally, my personal take. This means those who have been closest to the core mechanics of the game and keep the community driving forward for so many years have had their chance to share their experiences with the dev team. Its also extremely promising to hear they have been involving senior and experienced members of the community (AE and others). Present an early alpha and welcome feedback from your players. This is a great example of how to announce a game. The other aspect is the Devs really seem to care. The focus on close, intense and decisive engagements in addition to how the game rewards unit preservation has absolutely been what makes Company of Heroes stand out from other RTS games and kept such a strong community still playing today. These elements are all in place and look to play a big role again. The squad system, the cover system, unit veterancy, the suppression and retreating systems, the weighted and powerful armour engagements. The fundamentals that make Company Of Heroes one of the most engaging, tightly tuned and unique experiences are all still here. These are very exciting times! There are two things that stand out to me. I have played both CoH1 and CoH2 for over 1000hours each and am a huge fan of the series. Guides: Official Beginners Guide - Steam guides - COH2.ORG guides - Micro Tips & Tricks SeriesĬustom Hotkeys scripts and windowed borderless
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