![]() It helps that even regular infantry like the DAK’s Panzergrenadiere now have a repair ability – albeit one that is far less effective than that of specialized pioneers. That’s where the DAK’s recovery trucks come in, which can restore and repair wrecked vehicles. This means that players now have to pay more attention to their support units – if your trucks are destroyed, your valuable field artillery can be stranded in a precarious position. Thus, heavy guns no longer just sit around in one place for an entire game, but take part in ever more fluid battles. This allows the DAK forces to make lightning-quick combined-arms advances at different points on the map – a fun as well as authentic implementation of the actual way of fighting the DAK was famed for under its infamous commander Erwin Rommel. Trenches can now be more easily overcome by tanks. The DAK, consisting of German and Italian units, draws on a number of features newly introduced to the series with CoH3 that make this mobile play style possible in the first place: Infantry are now allowed to mount tanks for quicker transport and heavy guns like the Germans’ dreaded 88mm anti-tank guns can be towed by trucks for rapid repositioning. “If someone comes from StarCraft and prefers that hyper-aggressive play style, they should be able to do that with any of our factions to a certain degree.” We call that ‘ebb-and-flow’.” That means that each faction has unique timings in the game when they are at their strongest and weakest in certain areas. Especially from a multiplayer perspective, they should all be viable to be played offensively within a certain range. Although the DAK is designed from the ground up for aggression, it has the necessary tools to act defensively, as Philip emphasizes: “We want that for all our factions. At the same time, the developers don’t want to restrict the players’ freedom too much and impose a certain style on them. The DAK is acutely mobile and highly mechanized, which should encourage an aggressive play style – I make a comparison with the Zerg from StarCraft that meets Philip’s approval. When Philip talks about radical design, it definitely applies here. The newly unveiled final addition to the lineup is an army that fans have wanted to see for years: the German Afrika Korps (DAK). This time around, the US Army and the British represent the Allies and, along with the Wehrmacht as the first Axis faction, have already been introduced last year. Trying to find that balance right out of the gate has been a very interesting journey.” And then the next phase would be to dive into making the factions radical. While this makes Philip and the team proud, “it’s also tougher to establish four factions that all feel unique and distinct and asymmetrical right out of the gate, as opposed to the previous games where we did two, which would typically be kind of a traditional experience. Or, you know, Panzerchen von Panzergesicht, if you want to play as the Germans.įour different factions will be playable at launch – doubling the previous two games’ starting armies. Be ready to conquer the Mediterranean with mighty Tanky McTankface. To strengthen the connection between players and troops, you’ll even be allowed to name your individual units in CoH3. The intent is that we are going to strive towards each faction having a unique veterancy system to add that layer of asymmetry.”. ![]() “Veterancy plays an important role in our game as a whole and our faction design,” Philip explains “We’ll have a mixture of active and passive abilities and units will be enhanced with different capabilities. This is crucial because units accumulate experience points as they do battle over the course of the game, unlocking veterancy levels. If a squad is badly battered, you can send it back to the nearest medical post at running speed with the click of a hotkey, where it can be revitalized with reinforcements. That’s part of the reason why we have the retreat mechanic,” Lead Gameplay Designer Matt Philip tells GLHF. ![]() “Squad preservation is a huge part of our game. These are principles that Company of Heroes 3 hopes to carry forward when it comes out on PC later this year. The bond between players and their units is a priority – the troops should not be impersonal entities to you that can be thrown away in battle, but valuable comrades you ideally stick with throughout an entire match. ![]() Together with the familiar setting of World War II, which is closer and perhaps more relatable to the audience than those of its competitors, the series thus provides a certain groundedness and intimacy. CoH aims to put its users right in the middle of the action and keep players’ attention focused on their units and the spectacle of battle. ![]()
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