Obviously, in return, I wouldn't mind being locked out of access to certain luxuries that vanilla factions may have. Possibly inspired by very niche and special forces in the second world war. Naturally, keeping balance in mind, I would love to have access to a faction/tech tree which gives me the ability to create intricate traps and elaborate setups, with infantry units like spies and special mechanics rarely found. I wonder if there is a way to offer a commander/tech path which gives the player high-risk, high-reward units and mechanics in CoH3. Destroying Twisted Tootsy's WC-51 with a mine outside his base entrace in the first four minutes of a match on Faymonville Approach was a standout memory for me. The access to reinforced barb wire, and versatile mines allow for some truly 200 IQ mind games to be played on a faction with lesser infantry and exclusive, expensive armour. But my love for OKW grew and appreciated in different ways over the course of 3000 hours devoted just to OKW 1vs1. I love the German technology and aesthetics, infrared halftracks, assault rifles, flak halftracks etc. I'm not a player of CoH1, never have been so please be understanding of how I view the way games are played, and how units are offered to players (commanders rather than in-match tech trees?)Īnyway, I've always been in love with OKW as a faction. But for now, I want to air my thoughts on factions and play-styles. Of course, as CoH3's debut gradually edges closer, I eagerly anticipate the full details of the game (and whether or not it will even run on my PC lol).
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