i don't mind having old maps being remade for coh2, but i just want more maps that are exclusive to coh2, and give them that eastern front feel, like large open maps with a few towns on the way.
ruins of rouen and duclair gives you that feeling that you are fighting in france, i want the maps in coh2 to make you feel like you're fighting in russia or poland. it's kind of hard getting that eastern front feel when you already played vcoh.
i don't mind having coh maps being remade for coh2, but i just want to see more new maps that are a lot greener, the summer maps in this game does not look like summer they look like autumn maps. |
@The_Courier:
Ill run through the apparent asymmetry again.
= Ost Arc vs Sov Setup
= Ost Pin vs Sov DPS
= Sov 6 man vs Ost 4 man
that's not a good asymmetric design because suppression is everything because once a squad is suppressed it mitigates damage from the suppressed infantry and the mg42 easily pins the troops. switching targets is faster than deploying your gun, and the guns arc is so huge, some places does not allow you to walk around its large arc of fire. also, maxims dps is not very high.
@The_Courier:
2 Bursts from Maxim WILL suppress infantry.
and one mg burst suppresses infantry and even though the soviets have oorah, the germans have rifle grenades.
@The_Courier:
-ii) The MG42 takes longer to reposition to reapply fire on a succesful flank.
Meaning that though the arc is narrower on a Maxim, and thus flanking action is more essily frontally achievable, it ALSO means the Maxim can proportionately quicker relocate to apply fire on that flank. This is asymmetric balance in practice.
The survival issue is, to me, a complete misnomer. MG42s already operate at 3/4 survival. Its a fallacy to claim that MG42s are too hard to damage with small arms, when infact Maxims are EVEN MORESO. Any claim that MG42s are too survivable, is also a claim that Maxims are EVEN MORE too survivable.
just think of this 2 infantry squads attack a maxim, one squad gets suppressed the other way just walk a few feet away from the arc of fire, which it could because the maxim doesn't suppress fast enough. even though the maxim can redeploy pretty quick, but not as quickly as a grenadier that could just walk around it.
another scenario, two infantry squads attack an mg42, one squad gets suppressed then pinned, the other squad walks all around the woods to avoid the arc of fire (some places do not allow for much flanking maneuver) and when the squad finally reaches the rear of the mg42, the mg 42 packs up, wait for oorah to finish redeploy and suppress the other squad, even when the other squad is flanking because if one infantry person gets left behind the whole squad gets pinned even when the rest are behind the mg. |
Guess what. That will apply to Maxims too.
MG42s already have only 3/4 the staying power of Maxims.
mg42s have 3/4th the survivability but twice the suppression and 3x the arc, it's a pretty good trade off do you think? |
that would screw with t2 and t3 timings pretty hard.
relic needs to tune down the MG42 and improve flanking in the game overall. also a slight damage reduction on pgrens. and 222 needs to be break faster to HMG fire. right now you can just drive it into the enemy base and camp the HQ and there is nothing soviet can do about it (unless 2xcons at nade maybe, yay new meta)
i don't see why free moltovs and at nades will disrupt t2, and t3 as soviet buildings cost a lot and have long build times, and moltovs and at nades are optional.
also the soviets needs the at nade to have any chance against scout cars and flame halftracks when guards aren't available. + guards need to button halftracks to kill it, which is easily disabled by smoke. and at guns can't be around most of the time because they are so damn expensive. also moltovs are not very useful when someone is vigilant enough to dodge them and therefore not many players use them. ( although they are useful because of the damn bug that if one squad member got caught in the fire the rest will jump in for some reason ) |
i think it's already apparent that soviet early game is much more difficult than the german one because of how unkillable german mgs are, with the exception of clown scout cars and snipers ( which needs to be nerfed ). even when conscripts flank mg42s the mgs still take a while to die so soviets have to remove them with brute force ( frontal attacks with AT guns or mortars). also german mortars shoots incredibly fast, which counters soviet 83mm mortars more effectively than the soviet mortar can counter the germans. why does conscripts still need to buy upgrades to use their moltovs and at nades?
i understand why the allied faction needed upgrades in vcoh because a fully upgraded rifleman can dominate volksgrenadiers and grenadiers, because the whermacht faction needs to buy veterancy upgrades to make them stronger. however, soviet conscripts still cannot beat the german grenadiers even when fully upgraded, and the germans does not buy veterancy, so it does not make much sense to mirror the soviet faction to the american one.
since, german scout cars are even more deadly when upgraded and flame halftrack are still very strong, and at nades no longer does 100 pct crits, it doesn't make sense why soviets need to purchase their upgrades. soviets should not have to purchase their moltovs since they need more dps on the now more robust german mg42s. as these new patches come by, it makes it less understandable why the soviets need to buy upgrades for their abilities as german things get stronger and soviet things gets much weaker.
also now that german pioneers are able to take on soviet engineers why are the soviet engineers still more expensive? the soviet engineer price should be reduced to 200mp. another weird thing is, both pioneers and engineers consume a popcap of 6 when they are 4 men squads that are not very combat effective that also needs to change so the player can field more infantry.
so what i want is, soviet conscripts should come with their moltovs and at nades from the start, engineers should be 200 manpower, and pioneers and engineers should consume 4 pop instead of 6. if you want to have upgrades from the soviet hq the soviets should have resource upgrades in their HQs like the german opelz. that would make a lot more sense and balance things a little more.
others tell me what you think or your own suggestions on improving early game and if you like it make sure relics reads this! |
AT guns are useless, and why would you give weapon teams more population than men in their team? so if you recrew a AT gun with 3 men then the pop goes to 9? or whatever?
i did not suggest AT guns should be 9 population. i suggested the gun to be 6 or 7, assuming that the remaining 3 pop out of the team of 6 is the gun itself, i want that gun to be either 0 or 1. |
I don't understand why they aren't promoting COH2 at least half as much as they did COH1.
1. thq didn't have enough money, so if thq still owned it coh2 will still be in the dark.
2. sega doesn't care about coh2.
|
yes, many players were angry that population for tanks have increased, but i understand why relic makes that decision because having a low population for tanks would make tanks a lot more cost effective than making infantry. however, heavy tanks are way to high at 25 popcap. that is 1/4th of the entire population. of course seeing less heavy tanks in the field is good, since they should be rare but scary occurrences, but 1/4th of the population is a huge chunk. tiger tanks and is2s should be brought down to 20, and isu152 and elefants at 22. or 22 and 24 if relic wants, just bring it down a little.
another concern is engineers and pioneers. they are both 4 man teams but their population is 6. i found this strange considering that they are not very combat effective, and they die pretty easily, and since engineers and pioneers are almost equal in combat the engineers should be cheaper to 200 mp.
also AT guns are 9 population, that's pretty damn expensive considering that they are also 360 mp, more expensive than most tanks. at guns should cost 300mp, and have their population down to 6 or 7. the soviet at gun can be easily wiped out by a flakpanzer.
conscripts should not pay for their moltov upgrade, since the thing is can be easily evaded by pro players and soviet early game is poor at the moment so they need any help they can get. + remove grenade crits. |
i don't think it's worth buying any doctrines because they are all overpriced at $2.99 and they only provide 5 abilities. doctrines, skins, face plates, should at most be $1.00 each. it's not worth it! |
two stug IIIs took out 5 t34/85s, 3 su85s, 1 155mm howitzer, 1 t70, and one isu152 and numerous infantry.
the target weak point ability temporarily disables a tank for a few seconds, and because of the patch the ability is much easier to use. so when a stug reaches veterancy one it gets a lot more useful. |