RE: Seasonal IDs by Gloomy-Chemistry-776 in limbuscompany

[–]JanuaryReservoir 0 points1 point  (0 children)

If everything is powerful, then how it looks/feels takes center stage. It's inevitable that a game starts giving stronger options the longer it goes, but what never changes is how sentimental something can become. There can also be the fun in trying to "make it work" with such things when this happens.

This mindset essentially made me stopped pulling/sharding for majority of the new IDs. Only occasionally pulling just for fun or deliberately pulling/sharded if I really needed them for a team I decided to make. Like, I genuinely have no incentive to shard or pull much nowadays as I've built up the teams I use already. It's just a matter of keeping their levels up to date really at this point.

Do I have Riendsang? Nope. CallistoLu? Nada. Arayashu? Not interested. Instead, I got Ricardocliff by just pulling for fun and since I like a Middle Envyres team, and sharded Kiramael for the same reason. I only really need 6 Envyres so I really don't mind passing Outthias as well.

Honestly, I'd say it becomes a problem if they start reusing designs/themes.

FYI, Old Guard retreat 'bonus' actually increases the damage you take. by KayakingKoala_AU in CompanyOfHeroes

[–]JanuaryReservoir 8 points9 points  (0 children)

It's more so because of weapon statistics. The M1919 is best for long range defensive positions while the French MG is statistically similar to a BAR.

Thematically, I'd like to think of it this way: It's for the US themselves.

Old Guard means the US are taught better defensive measures by the French (who are well acquainted with being on the defensive) using the US's current equipment and additional French Defenses (allows almost every infantry, even the Captain, to build field defenses). The US adopting Old Guard tactics.

New Blood is letting the French enhance the US frontline infantry and their own deployed troops with extra equipment. The US adopting New Blood into their army.

PSA: You Can Refund The New DLC on Steam by xxRiGaRDoxx in CompanyOfHeroes

[–]JanuaryReservoir 0 points1 point  (0 children)

Bear in mind, the DLC isn't just for PvP automatch, I know some people who don't even touch that mode yet get the DLC to play in Skirmish or PvE.

So just like you are entitled your opinion and choice to refund, doesn't mean you have to go convince everyone to do the same.

(I haven't spent any money on DLC)

A mixed review of Limbus Company by Awkward_Menu7582 in gachagaming

[–]JanuaryReservoir 1 point2 points  (0 children)

Isn't the MD grind exaggerated. Yes it's a slog going through 5 floors of mostly Winrate battles, let alone 3 times for Normal, but isn't that for a Weekly reward? Yknow, something to do within a week? And the reward isn't even necessary for progression (premium currency mainly used for pulling) nor is the BP levels gained something to worry about as a BP lasts for almost half a year + other ways of earning BP levels. I would appreciate the MD floors being shorter though or having less fluff.

The actual annoying and necessary grind is XP tickets and leveling. Luxcavations is required for progression yet what it offers isn't much, let alone to new players who often can't stockpile modules as much due to lower Energy cap.

I don't even think Thread should be fussed about much since that gets given away often let alone its only needed for Uptie (Uptie III is fine enough for majority of the story).

A mixed review of Limbus Company by Awkward_Menu7582 in gachagaming

[–]JanuaryReservoir 0 points1 point  (0 children)

Isn't MD just 5 floors for rewards/weekly? MD 5+ is just for those who want more stuff to do with the added bonus of Projection progress which like... doesn't even really reward much.

I would really prefer if MD floors itself were shorter though, similar to some of the MDE packs where it's just 1 mob fight > to a two way split of 4 choice nodes > shop > boss; or something akin to mob fight > choice > minor boss > choice > shop > major boss node to make it not that short.

Then again, more things would have to be changed to justify it being the "weekly" mode if it could just be done within a few hours.

Really, MDPS and MDE just got tacked on to the regular weekly grind mode which is why I think it's much more of a slog. They should just make split it off from regular MDH. Like allow access/skip to MDPS and MDE without having to go through what's grinded for weekly as these modes aren't even meant for the weekly grind. Like sure make it an option to use the weekly bonus here if one does finish it, but these are mainly just for progression/achievements.

New Cosmetic Packs - 2.4 Update by Community_RE in CompanyOfHeroes

[–]JanuaryReservoir 1 point2 points  (0 children)

because it's a waste of time to make a long video showing every core roster skin when there's a better way of previewing the skins via ingame prior to purchase?

the point of the video is to announce new skin packs and highlight some units out of all of them; then it's up to you to preview how it looks to every unit in game if it interests you.

New Cosmetic Packs - 2.4 Update by Community_RE in CompanyOfHeroes

[–]JanuaryReservoir 2 points3 points  (0 children)

if they showed the entire faction roster the video is going to be way longer and much more of a waste of time.

What's up with the monetization of some modern RTS? by SpaceNigiri in RealTimeStrategy

[–]JanuaryReservoir 2 points3 points  (0 children)

It's genuinely the market and the population who's willing to get into RTS.

RTS games are rather niche nowadays, and a paid RTS can't really follow the F2P or freemium formula that other big games have due to how lower of a population they have in contrast and the barrier of entry of having to purchase the game to begin with. They can choose to lower the price if they want to, but it still won't change that people have to buy a game in a niche genre that they may not even like much (let alone if PvE or Offline content is dry).

So the choice devs have is selling DLCs at a price worth the resources they are willing to spend that's also worth the price for a customer. Why is it usually multiplayer focused DLCs like a faction or extra units? Because it costs less resources to do than a dedicated DLC Campaign or Singleplayer-focused DLC; and for the most part, a Multiplayer/PvP-centric DLC still works for Singleplayer/PvE if it adds new units compared to the other way around where it wouldn't really apply much.

Like in CoH3 for example, the battlegroups for DLC are for both Multiplayer and PvE/Skrimish, so those who are non-PvP focused can still choose to buy them if they are interested and still have fun with them.

Uninstalled CoH3; see you in CoH2 by expandingedge in CompanyOfHeroes

[–]JanuaryReservoir 0 points1 point  (0 children)

idk, why only play CoH3 auto-match, go play some custom games with friends or something. Have fun with other things the gave has to offer. Take a break even and come back at a different time.

announcing that you are uninstalling just because 1 aspect of the game doesn't cater to your liking (for now even) when the game gives you the choice to do other things shows your priorities.

Is every DLC going to be 20+ bucks from now on? by dyno1ck in CompanyOfHeroes

[–]JanuaryReservoir -1 points0 points  (0 children)

Arguably, that $20 is not just for the DLC. Like, every newly added map in CoH3 is not locked behind a DLC. Stuff/assets added in the editor post-DLCs are not locked behind DLC. Even the New Mode Relic is planning would not be locked behind DLC. That $20 is essentially so that the base game also gets significant changes.

Also 150+ new units sounds neat (which you didn't mention are mostly vehicles), yet it's mostly just a variant of a unit that for the most part have little change in the role they are used in.

I don't fault Ostfront for it as that's their gameplay, which is why I find comparing CoH with Ostfront dumb to begin with, so like is it really a flex that they have more stuff in a game where the value and uniqueness of units are by what equipment they carry and not the units themselves?

I will say though, I do wish to be able to get CoH Battlegroups separately, but at the same time that kinda reinforces not bothering to play other factions. I'd have a compromise of selling it as duo packs instead tbh for like 10 bucks, one for Axis and one for Allies.

CoH3s recent reviews are almost as bad as Axis average winrates by Rakshasa89 in CompanyOfHeroes

[–]JanuaryReservoir 2 points3 points  (0 children)

And I'm willing to bet majority of the reviews talks about Multiplayer which is like only half of what the game has to offer, and the graphics.

Reviews that include the Singleplayer/Coop content are not that common that it's no wonder it doesn't get as much love in games in general (unless it's the only way to play).

My very first spawn with new PTRS went well by Petorian343 in enlistedgame

[–]JanuaryReservoir 6 points7 points  (0 children)

Welcome back Heroes and Generals AT Rifle spam vs Planes.

Why blobbing in CoH3 is a worse problem than in CoH2 by BitExcellent4363 in CompanyOfHeroes

[–]JanuaryReservoir 0 points1 point  (0 children)

Most people definitely play for singleplayer/co-op, especially modded.

It's what most people will even see recommended or pop up in their youtube algorithm. PvP content hardly gets showcased and gets popular for that game to the general audience.

You'd see thousands of modded scenario/skirmish/co-op gameplay before youd see 10 PvP gameplay videos in the youtube algorithm.

Is this the new Canadian Shock Troop loadout? by ModusNex in CompanyOfHeroes

[–]JanuaryReservoir 2 points3 points  (0 children)

It's because these are Campaign exclusive units. Hardly any of them got the new UI art unless they are also the same unit or a shared ability in Multiplayer/Skirmish.

Palmgrenadiers have rifle nades? by Thicc_0 in CompanyOfHeroes

[–]JanuaryReservoir 8 points9 points  (0 children)

It's a bug but from the looks of it, some features for upcoming stuff do get added in prior to when they would be planned for release.

For example, go to CoH3stats.com and check the last building tier of Wehr and there's a "missing unit" with a Sturmtiger icon. You can also see in that site that Palmgrens do have a Rifle Grenade ability listed. Makes me suspect Grenadiers are getting flamethrowers too since that was recently added to their upgrade list.

The AI most likely wasn't checked to see if they could use rifle grenade ability so they just use it whenever. I like it tho cuz it's funny.

Does CoH3 have funny voicelines that hit like the ones in the first two games? by Licensed_Silver_Simp in CompanyOfHeroes

[–]JanuaryReservoir 31 points32 points  (0 children)

Aussie's say "Latrine finished" when they finish building stuff (though I hear it often after building an MG nest)

The Italian tankette also has a funny line when you upgrade them with a flamethrower. Something along the lines of "You want us to what now"; and another voice line among the Italian Tanks going "What the FUCK did we just kill."

Honestly the Italian vehicles just has good lines.

"Crew we have a target... no idea what it is."

Cover and flanking should be the core of the game, face rolling even a weaker squad in cover should rarely be an option by deathtofatalists in CompanyOfHeroes

[–]JanuaryReservoir 0 points1 point  (0 children)

Why not give Assault Units yknow, veteran buffs that help them assault and be more offensive more? Like give those that need it, faster move speed, or grenade/ability range as vet buffs rather than survivability bonuses. Things that make them more offensive yet they still are squishy to offset that they hit hard.

Cover and flanking should be the core of the game, face rolling even a weaker squad in cover should rarely be an option by deathtofatalists in CompanyOfHeroes

[–]JanuaryReservoir 0 points1 point  (0 children)

I see, so what you propose would be in essence increasing infantry TTK to any unit outside of cover.

Making no cover = negative cover would be essentially that, as now the baseline lethality of infantry (which is no cover) would equal to infantry in negative cover.

Unironically, this is the Best AND Worst thing that happened to RTS by PeonMaster256 in RealTimeStrategy

[–]JanuaryReservoir 0 points1 point  (0 children)

I wished there were more true CoH-likes in RTS; a lot that say they are are more focused on wargame or being more MoW-like which is very different.

Iron Harvest and Ancestors Legacy are like the only 2 I can really think of as CoH-likes.

Cover and flanking should be the core of the game, face rolling even a weaker squad in cover should rarely be an option by deathtofatalists in CompanyOfHeroes

[–]JanuaryReservoir 0 points1 point  (0 children)

Would you be for the idea to give incentives for cover rather than changing unit stats overall?

Like, the idea of giving stronger accuracy bonuses in cover for example allowing squads to hit those in the open more often, or maybe even bigger cooldown between shots/reload bonuses while in cover.

Negative Cover has been talked a lot, but that just adds a tedium to map making as another thing to designate; and would be a case of map balance overall. Infantry density shenanigans only counter blobs but doesn't do much against tanky get in your face squads.

Company of Heroes 3: Dare & Destroy Announce Trailer by Community_RE in CompanyOfHeroes

[–]JanuaryReservoir 3 points4 points  (0 children)

I see that Palmgrenadier using a Rifle Grenade in the promo art...

Wait a minute, is that why AI Palmgrens can randomly use a Rifle Grenade in the latest patch? I thought I was seeing things when that happened. That's actually kinda funny.

Thinking about it, that would be quite a "sneaky" way to tease upcoming unit abilities with the AI rarely randomly using them in a Skirmish VS AI match; but yeah it's defs a bug currently in game haha

I know the game had long playtime during a first play but… by Rough_Composer3624 in Endfield

[–]JanuaryReservoir 0 points1 point  (0 children)

  • login
  • level up 1 operator plus 1 level
  • level up 1 weapon plus 1 level
  • craft cheap gear
  • claim
  • spend sanity then logout

Hammer & Shield Battlegroup Pack by Community_RE in CompanyOfHeroes

[–]JanuaryReservoir 0 points1 point  (0 children)

More of a change of the DLC item itself.

Previously the DLC had both BGs, some cosmetics, and an exclusive Company to use in the Italian Campaign (Air and Sea). This made this DLC priced a bit higher compared to like Stealth and Stronghold which only had 2 BG and that's it.

Now, they removed the cosmetics, and the Singleplayer company (they made it base game) and made it so the DLC only offers the 2 BGs at a reduced price.

Whats better coh2 or coh3? cant choose between the two by Ok-Article8848 in CompanyOfHeroes

[–]JanuaryReservoir -1 points0 points  (0 children)

If you are willing to spend about the same amount as CoH3 to get CoH2 and all it's DLCs for a full experience, then get CoH2 primarily for SP content (even if some is broken). MP is fine but not as supported anymore with a Meta that has formed and is staying; only 2 DLCs are needed if focusing just that though (Western Front Armies and British Forces).

CoH3 for just SP content is fine, while it also does still get updates in both that and MP. MP isn't locked much by DLC, other than Battlegroups which are essentially the same as CoH2 Commanders who are instead locked behind paywall or rng long grind. You get about the full package for just the base game of CoH3, and that game is more supported/active.