What changed
0 fixes1 addition0 changes0 removals
added<iframe src="//www.youtube.com/embed/aMFdEKUEckw" height="315" width="560" allowfullscreen="" frameborder="0"> The Company of Heroes franchise has redefined the genre in a multitude of ways, from a dynamic battlefield, to destructible cover, or the introduction of true sight. These key features were designed to better enable the use of tactics which help simulate the harsh brutality of war. Players must consider the consequences of their actions as they provide orders to infantry at their command. They must utilize advanced manoeuvres such as flanks or ambushes to punish opposing commanders all in an effort to take one more inch of ground. Countless hours were spent reviewing footage of classic weapons such as the Maxim HMG, MP40, or KAR 98K all in an effort to encapsulate their behaviour in game. From there, endless iteration and play testing helped blossom these changes into intense and action packed infantry combat. With better defined unit roles, commanders can now execute orders with a high degree of fidelity and precision. One of our main goals with this deployment was to slow down tech progression in an effort to extend the early game. We felt the game progressed far too quickly, which shifted the meta into an arms race for vehicles. This impaired infantry combat, as a prolonged investment in tier 1 units was often punished by hard hitting light and medium vehicles. The new tech progression extends the early phase and enables players to experience the full depth of infantry combat. It diversifies the number of viable strategies as more time is available to explore early tier combinations within each faction. This is what the March deployment is about; bringing combat to a new level that challenges players not only strategically but also tactically. We want the placement of infantry to matter; we want the player to really think about how they move each unit and what the consequences of such movement may be. More than this, we wanted to reward players who go above and beyond with the execution of flanks or ambushes. We are dedicated to the continued improvement of Company of Heroes 2 . The March deployment represents the first of many significant changes to come. Future deployments may include modifications to vehicle combat, weapon teams, or core gameplay systems. We would like to encourage you to post any questions, comments, or feedback relating to the March deployment on the official forums. We look forward to seeing you online! - Peter Qumsieh, Company of Heroes 2 Balance Designer
Company of Heroes 2 changes
added<iframe src="//www.youtube.com/embed/aMFdEKUEckw" height="315" width="560" allowfullscreen="" frameborder="0"> The Company of Heroes franchise has redefined the genre in a multitude of ways, from a dynamic battlefield, to destructible cover, or the introduction of true sight. These key features were designed to better enable the use of tactics which help simulate the harsh brutality of war. Players must consider the consequences of their actions as they provide orders to infantry at their command. They must utilize advanced manoeuvres such as flanks or ambushes to punish opposing commanders all in an effort to take one more inch of ground. Countless hours were spent reviewing footage of classic weapons such as the Maxim HMG, MP40, or KAR 98K all in an effort to encapsulate their behaviour in game. From there, endless iteration and play testing helped blossom these changes into intense and action packed infantry combat. With better defined unit roles, commanders can now execute orders with a high degree of fidelity and precision. One of our main goals with this deployment was to slow down tech progression in an effort to extend the early game. We felt the game progressed far too quickly, which shifted the meta into an arms race for vehicles. This impaired infantry combat, as a prolonged investment in tier 1 units was often punished by hard hitting light and medium vehicles. The new tech progression extends the early phase and enables players to experience the full depth of infantry combat. It diversifies the number of viable strategies as more time is available to explore early tier combinations within each faction. This is what the March deployment is about; bringing combat to a new level that challenges players not only strategically but also tactically. We want the placement of infantry to matter; we want the player to really think about how they move each unit and what the consequences of such movement may be. More than this, we wanted to reward players who go above and beyond with the execution of flanks or ambushes. We are dedicated to the continued improvement of Company of Heroes 2 . The March deployment represents the first of many significant changes to come. Future deployments may include modifications to vehicle combat, weapon teams, or core gameplay systems. We would like to encourage you to post any questions, comments, or feedback relating to the March deployment on the official forums. We look forward to seeing you online! - Peter Qumsieh, Company of Heroes 2 Balance Designer
The Company of Heroes franchise has redefined the genre in a multitude of ways, from a dynamic battlefield, to destructible cover, or the introduction of true sight. These key features were designed to better enable the use of tactics which help simulate the harsh brutality of war. Players must consider the consequences of their actions as they provide orders to infantry at their command. They must utilize advanced manoeuvres such as flanks or ambushes to punish opposing commanders all in an effort to take one more inch of ground. Countless hours were spent reviewing footage of classic weapons such as the Maxim HMG, MP40, or KAR 98K all in an effort to encapsulate their behaviour in game. From there, endless iteration and play testing helped blossom these changes into intense and action packed infantry combat. With better defined unit roles, commanders can now execute orders with a high degree of fidelity and precision. One of our main goals with this deployment was to slow down tech progression in an effort to extend the early game. We felt the game progressed far too quickly, which shifted the meta into an arms race for vehicles. This impaired infantry combat, as a prolonged investment in tier 1 units was often punished by hard hitting light and medium vehicles. The new tech progression extends the early phase and enables players to experience the full depth of infantry combat. It diversifies the number of viable strategies as more time is available to explore early tier combinations within each faction. This is what the March deployment is about; bringing combat to a new level that challenges players not only strategically but also tactically. We want the placement of infantry to matter; we want the player to really think about how they move each unit and what the consequences of such movement may be. More than this, we wanted to reward players who go above and beyond with the execution of flanks or ambushes. We are dedicated to the continued improvement of Company of Heroes 2. The March deployment represents the first of many significant changes to come. Future deployments may include modifications to vehicle combat, weapon teams, or core gameplay systems. We would like to encourage you to post any questions, comments, or feedback relating to the March deployment on the official forums. We look forward to seeing you online! - Peter Qumsieh, Company of Heroes 2 Balance Designer