Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
US:
Captain - Change main weapon to Thompson, for all squad. Why?
Thompson is cool
US needs a close quarter unit
Captain unit is almost useless. Change them to close quarter unit will make more effective
Most US officers used Thompson in the war :D
and
US in CoH3 without Thompsons is a attrocius
Raise cost of MG42 for 280-320, because its the best MG in-game (and deserve it).
This will prevent MG spam and force players to build other things in the early game. With my proposal to Ketten be the initial wher unit, players will need to build Pios and Greens too.
US
All 3 support centers will give the captain. But theres a trick here:
Captain will only buidable in the HQ only, not a free unit anymore. If players want more free vet for your units, they need to build the captain.
Random drop area (like coh1/coh2) for all drop units
reason: All drop are pin point exact locations by the players. With that players can "flank" MGs or AT guns easily with paradrops. To prevent that, make a random location in the drop area.
AXIS/ALLIES Infantry :
Try to copy and past all main infantry line damage from CoH1. Axis infantry long range, allies close-mid range. This work very well in CoH1. In Coh2 and Coh3 is a total disaster with both factions have acess to all range tools.