![]() Though soldiers aren’t necessarily defenseless against tanks, either. Armor isn't just something that a commander responds to because they know the math and realize it’s a threat, but a sometimes genuinely shocking hulk that bursts onto the scene out of nowhere. Relic really wants to get across the dominating presence armor had on a WW2 fight, and now tanks lurch to a stop, bounce more across difficult terrain, and plow through buildings and other man-made structures like the multi-ton monstrosities they are. Soldiers now move in an even more realistic fashion, as do the numerous tanks on the battlefield. The ways that Company of Heroes 2 differs from what's come before – outside of the Eastern Front setting and the fact that it's 1941, instead of post-1944 – are subtle. Relic appears to have approached the sequel from a philosophy of refinement rather than reinvention. Fights in Company of Heroes 2 ultimately come down to which commander analyzes a host of factors at a moment's notice, then respond to them in a way that maximizes the potential of their forces. Armored units have different armor densities based on how they were made in real life. Units are still often composed of small pre-made groups of men fighting in concert. Knowing when and how to retreat is still important. Skirmishes in Company of Heroes 2 often come down to typical RTS factors like having the right rock for your opponent’s proverbial scissors, but also heavily involve other elements like terrain and morale. Yes, this game takes place on the Eastern Front of World War 2 and years before the events of the previous Company of Heroes titles, but the mechanics fans have come to love have mostly been preserved. Unless you're intimately familiar with the first game, Company of Heroes 2 might surprise you because it doesn't seem that different.
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