There are stone buildings on a couple of maps that don't burn and take two stuka barrages to destroy. And I'm not even sure two stuka barrages will always kill them. Stuka + time for two barrages is a little extreme.
On every other map it's insta-win for Axis if you're not idiots.
|
The only real problem is wrecking team weapons. They can't fix this because COH2 doesn't have target tables, like in COH1.
You wanted PTRS buffed, this is what happens. They need to redo the database so team weapons aren't in the same category as vehicles. And then give everything else the old chance to penetrate and kill a weapon (ie., tanks and so on.) And maybe PTRS should do a little damage to team weapons, just not this ridiculous amount.
They tried to greatly simply the weapon damages system in COH2, this is one of the unfortunate results of that simplification. The argument against the vast target tables system was that it would be easier to balance. But it's not, it just created new problems that can't be easily fixed.
If you had target tables, PTRS could be set to do more damage against tanks and less against team weapons.
|
Thanks Marcus for that.
This is what I've always meant but been too lazy to explain when I write sardonically, "it's a fun, casual RTS," ie., not meant to be taken seriously. It's what long-departed Dave meant when he coined "for noobs, by noobs."
The strategic options aren't there. The RNG is frustrating and stupid. Instead of entertainment coming from appreciation of high-level skill, we get planes killing entire armies, tanks chased down and abandoned instead of destroyed near bases (I'm 100% sure this is in the code, it happens far too frequently to be chance), random mortar hits sinking tanks, and flame crits out the wazoo.
And a lot has to do with the resource system, the popcap system, as Marcus said. I'd add comebacks were harder but just as rewarding in COH1 because the teching was slower, so you had time to change things around before your opponent could capitalize on a 3-5 minute resource advantage. The game just swung back and forth better and more critically when it did. |
I love FHQs. It means I just have to position some MGs around it and press incendiary barrage on the mortar HT once in a while. EZ wins.
That said the big "I win" building on Ettbruck or whatever the frack that's called and the church on Trois Points are stone and thus have insanely high HP and take two stuka barrages to kill, and the incendiary barrage won't set them on fire.
Which just goes to show that the whole FHQ thing is stupid and a bad design choice given that COH2 maps have far fewer territories to cap. FHQs were annoying but not batshit OP in vCOH because a) you could still hold significant territory while fighting an FHQ and b) no combat bonuses. It's another stupid COH2 cartoon game gimmick. I don't think they should be upgradable at all in neutral territory.
Just remember, it's a fun, casual RTS!
|
Never forget the most popular vCOH map was Scheldt.
Relic has a large casual player base.
|
That stream was super meme-worthy.
or my favorite: "The balance team is constantly in competition with what I like in the game" - Quinn 2015
That really says all you need to know about what Quinn thinks about competitive multiplayer.
He likes units that make big bangs and big explosions and wipe squads. Which usually wrecks balance. But at least it looks fun. Unless you're the sod playing [insert favorite faction] getting constantly wiped by unit X,Y or Z...
|
I don't understand why Relic doesn't just use community members to check maps. They could have a free QA team of mapmakers in exchange for promising to give the maps created by those volunteers special consideration for inclusion in the automatch pool. That would be a win/win situation for everyone - mapmakers could increase their skills and Relic gets free QA, and we get more people making better maps, with higher quality control.
I really don't understand how you claim to have QA and don't playtest enough to notice US vehicles can't enter a map because of the base placements. It's already happened on some maps, I can understand the mapmaker overlooking this, but they really ought to have a checklist somewhere with stuff like that on it when looking at new maps.
During the WFA beta plenty of people complained about the US base layout, it making pathfinding in the base more difficult, etc and earlier issues with vehicle entry. Did Relic give two shits and change the design to something more sensible? No.
|
At vet 2 they get more suppression and act the way I think an MG should act (still not as good as the vCOH MG, but whatever).
I'd rather they switched the Vet 1 incendiary and the extra suppression. If you keep your MG alive for the first few engagements, that usually vets it if you can get a few kills in and survives a retreat. I see why they did it that way (popping incendiary ought to quickly get you to vet 2 if you catch someone off guard), but frankly the default suppression just doesn't trigger fast enough to deal with even two squads coming from slightly different angles.
It's fun to catch a noob with his light vehicle not paying attention to incendiary rounds but at higher skill levels, that ability just doesn't pay off vs vehicles. It would be better for Ostheer if they could use the burning bullets later during bigger engagements vs shocks and so on and got better suppression earlier. It has a slightly better than marginal effect vs troops and at max range I don't think it does much.
Switch the vets, Relic...
|
Relic was a bit unresponsive back in the old days, but it was never this bad...
Maybe it's Sega. Someone active in the Total War community could probably comment on how they handle developments stuff there.
I think they have this unending hope that if they keep stuff under wraps, the NEXT big thing will somehow get the game more attention and respect. It's a failed strategy.
I'm really not sure they care that much about multiplayer to be honest. I'm sure expansions and campaigns are making them more money than the commanders ever did, so that could be one reason we haven't seen any OKW or US commanders. The Sega managers look at the bottom line and tell Relic to do what increases their revenue stream, E-sports and long-term longevity be-damned.
The attitude is just different than it was toward COH1. COH1 was a groundbreaking multiplayer RTS and they emphasized that. The OF campaigns (was there even a Brit campaign, honestly can't remember) were nowhere near as developed as their single-player content for COH2.The COH2 emphasis has been much, much more geared toward singleplayer.
|
Oh yes, I can't wait for this. Then add 5 more infantry squads from the med hut!
All British infantry should have a snipe ability. When you have triple LTs with vet 2, all snipes headshot two dudes at once, because skill.
 |