![]() ![]() vCoH had 3 incredibly diverse Doctrines per army, which all had distinctive play styles/tactics and could change the outcome of a game. vCoH already had those in the main game without the need for DLC! In fact, vCoH has a lot of things which CoH2 removed and put into commanders. An example of this is taking out defensive buildings such as tank traps, certain mines, barbed wire, sandbags and forward barrack structures, and then repackaging them in the form of a commander. Why should someone have better units than me just because they stack 3 bulletins to their inventory? Why are commanders so 'samey' and rather bland? Why are there so many 'call in', commander specific units? It's because so Relic can give you less content in the core game, and then try and sell it back to you in the form of commanders. Commanders/Bulletins just encourage pay 2 win and luck based gameplay. This is probably the worse thing to happen to CoH2. In vCoH, capturing points required your attention and better micro management. Sure, it's pretty useful if you think about it, but it also encourages bad micro management of your units as you can just stand them around in a sector and it will capture itself and the troops will generally fire at hostiles themselves.
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