I've gone thru the transition from CoH to CoH2. YIKES. So many left cause the game had failed to deliver and it took years to become what it is today. Playing both Alpha builds, CoH3 is already better than CoH2 was in its beta/release. This time the transition will be better I am sure.
Agreed. Obviously constructive criticism is great, in the long term it will only make the third game better.
That said, I was surprised at how many people have said that they're 'worried' about an early pre alpha for 3. I remember how awful Coh2 was on release. It was so poorly optimised and clunky. |
At first I thought you were talking about the Sturmtiger, but then I thought no he must be talking about KT with Tank Commander upgrade and HEAT shells using Spearhead mode. Yeah that has to be it.
Yep, that's pretty busted. Weird that it hasn't been looked at. |
In the current iteration: Tiger Ace that can self repair... for... FREE! and also remove damage engine in the process.
Wait, you think that's the most busted thing in the game right now? Wait till you hear about this big cat from the elite armour doctrine... |
Thread: Leavers25 Jun 2022, 10:33 AM
1v1 is the purest form of the game. One player against another, a duel. It's not as bombastic as the other modes, however, and it suffers from the simple fact that your performance in a match can be attributed only to you and you don't have that plausible deniability of being in quadruple digits because of your teammates.
This. |
If you can micro them well, snipers are rarely a bad idea against OKW, particularly if you know they have no access to JLI. Bleed those falls, or as Piwawsky says, use light vehicles to keep them under pressure. |
A_E well said, my point exactly.
Tiger (as all tanks, but especially heavies) needs a proper support. Then it can shine.
It can still be a game changer if used correctly. Though it's probably at its least effective against Soviets, they have the best tools to counter it. It's generally a bit more effective against Brits and USF. |
In my experience (pretty much exclusively 1v1, but the occasional team game), pios can just about trade favourably with concripts, but only for a short time at the very start of the game. For them to be able to win in your situation, it must have been a miracle from the rng gods, rare but it can happen. |
you can teach him how to use the word ironic next
Hey man, he has a PhD. |
Just wanted to start a discussion on the perception of balance where the difficulty of a faction is the driving force for common views on how each unit performs.
From my browsing on this forum and the COH2 subreddit, I think a fairly common sentiment is that both axis factions (more so Ost, but OKW is not far behind, at least as game modes get larger) are fairly braindead to play atm. The overall design of these factions, in addition to unit philosophy and performance is what makes this seem like a fact. At the core of it, it's a lot easier to micro one very powreful unit (axis) than several weak units (allies). Additionally, axis is generally more forgiving now when it comes to losing units, since they have many backup tools that can help them stall back into the game.
When it comes to performance/cost, I don't think any faction is significantly more "OP" than another, but I think the reality of how immune a faction is to fuckups is what shapes perceptions of balance.
I think rather than discuss how to avoid making units OP, for COH3 we need to equally discuss how to make each faction relatively similar in simplicity of play, and not the huge gap like there is between axis and allies in both coh1 and 2.
I think you're right in the sense that the Allies are definitely more micro intensive, and that Axis generally get more powerful lategame units. But i don't think either side is immune to fuckups or being punished for signifcant mistakes. For me, different units are just far more effective at different stages of the game and you therefore have to play to your strengths. Though both sides have definitely had their fair share of OP units over the years as well. Can't speak for team modes, though i'm aware that certain tactics that probably wouldn't necessarily work in a 1v1 can be really obnoxious to deal with. |
the okw MG isn't horrible, the leig performs perfectly fine for its cost, volks cant have good scaling because obers exist. Pfusiliers exist so you can bypass the weak infantry problem
they are not vulnerable to team weapon spam because they have non-doc and doc tools available by like minute 6
snipers can be annoying but two of six okw doctrines have jli and the 221 in 1 of 6, and non doc you can harass snipers with kubel rushes (if its an early sniper)
the okw p4 is a good tank, it gets outmatched when allies get their tank destroyers but it does good vs most allied medium tanks (for some reason the t-34/85 is chronically impotent or godly vs this tank, given the RNGesus mood of that match)
the walking stuka is admittedly easy to dodge (if the rocket pattern is predictable), but its far from unreliable. It works good to smash infantry blobs and is exceptionally good at massacring team weapons. additionally, if you rush it, you can make one by minute 8/9, werfers and katy arrive later
It's ok, i didn't need a point by point rebuttal. I was just answering you. |