General Information
Youtube: https://www.youtube.com/channel/UCJT-oswDRyOrhrVghT-6ZRw
Steam: 76561198157193379
Nationality: United States
Game Name: Snaek
2x MGs plus marders to kill the halftrack I might add.
I did also see a wehrmacht player using assault grens and throwing the assault nades while in smoke standing next to an ht lol. I probably should have killed the HT first.
Do they? I run into them couple of time with my tanks and didn´t see it. I only called them couple of time and didn´t really check.
I was able to bully them with the M3 Grant so idk for sure. Maybe they did but they were just toying with me, who knows? We got beat pretty hard that game.
No one ever struggled to keep inf reinforced on field in coh2.
Hell, I did osttruppen spam and 251 endlessly reinforcing them in combat myself, it was not hard, it was not complicated, it was not strategical, it was all about "will they retreat before I lose more manpower then I plan to", literally nothing else, ever.
Its not spamming or not F button that kept easily units on field, it was abundance of MP and squishiness of enemy units.
You literally would not see a difference is autoreinforce was in coh2, so please, stop pretending it is anything else then controlling MP drain.
The only thing I personally think might be an issue is the halftrack reinforce. Idk. Is it really a balance issue? Its not really that hard to counter once you focus the HT but it is quite goofy.
And Katitof I would agree that it's playing chicken with manpower except there are ways that allied factions can reduce manpower drain from infantry.
Again, I don't really think its OP, its easily countered by 2x MGs, but it does look silly.
Balance issues aside it was fun, its defiantly a pre order in my book. They need to tone down the Germans and fix a bit of the U.I. elements but its almost ready.
I could tell most players thought that axis were OP (longer Axis wait times), but really allies had excellent options for dealing with them even in the lategame. Especially the 76mm shermans from the US.
yes i enjoy doing user control reinforcement and vaulting over walls
Ok. I don't. Simple as.
your examples of reloading ammo and fuel is just fantasy and never in coh.
Yeah, because that was my point. They were never included because it wasn't conducive to the actual gameplay that relic wanted to have. Unlike other rts games, you don't have to micromanage these things. Why not? I mean, surely it would boost user involvement immensely to now have to pay attention to munitions and fuel supply lines!
Clearly if you want your user involvement, you should have no issue with adding these things in, as it can only increase the amount of user involvement.
its all about having the right amount of user involvement.
And that is a line drawn in the sand at an arbitrary point. I literally don't care that there is an option to auto reinforce, and you're going to have to provide an actually good reason for me to start.
how about all tanks have access to crew repairs
I don't see why not, but that's not what we're talking about here.
all factions can build repair bunkers
I don't see why not, but that's not what we're talking about here.
again why not ask for an auto retreat? you can set from your base, a global %hp when to retreat. what you think of this?
If we're going to be completely honest here, this isn't actually that unreasonable. In real life, humans have this thing called "morale", and "self-preservation" that can cause them to run away before every single man in their unit is gunned down before their eyes. But still, that's not what we're talking about here.
will this help you to focus better flanking and attacking?
I don't think you really need to ask me this dude. Like really, the answer is obvious. Of course it would.
in fact why bother about designing map resources layout? just give both teams 50-50 mirror access to fuel and ammo.
This might be some kind of scathing rebuke if this wasn't already the CoH 2 community approach to map design 90 percent of the time, which isn't the case in CoH 3, where in the 3v3 airfield map, one side has easier access to fuel where the other has easier access to munitions. Well, at least that's the map's overall theoretical design. In practice it doesn't work exactly that way, but still, the point stands.
so it comes down to your build order choices and how you control the units in battle.
Dear god. A game where your build order and how you control units in battle decide who the winner is and not who snorts the most cocaine/ does the most adderall?? I don't think I could live with myself. I mean just imagine... The better tactician wins the game??? In an RTT?!?! I just can't. You know what? I take everything back.
At a certain point, you really need to re-evaluate your "muh user involvement" argument and ask yourself: "is this something that is actually engaging/fun to waste my time doing".
There are certain things that coh has never had you waste your time with. Why don't you ever have to refuel your tanks? Why don't you have to worry about supplying your units with ammunition to shoot their weapons with? Why don't you have to spend time cutting down trees and mining iron to build your base structures with? Do you really want to do these things? Would it improve your """user involvement"""? Or would it be asinine and take away from the thing you actually want to do (play the game).
Ask yourself seriously if you honestly enjoyed reinforcing your units. If you really miss having to squint and pick the right picket fence, maybe even missing it a few times in the process.
In fact, don't even ask yourself if you enjoyed reinforcing your units. There's no reason to because you can just turn it off. Wow, now you have your user involvement again. Amazing. Or is it simply that you dislike the fact that the game is being made more accessible to noobs and console players. Just say that instead man. Jesus.
not sure what's there to address? auto mine sweeping, you need to move your units over still, i usually click on it. user involvement.
Nope. If minesweeper squads afk near mines they automatically walk over to and remove them in coh2. So much involvement bro. Omg wow...
for usf and brit tech unlock, they don't have weapon upgrade in battles. they cannot build structure at edge of territories to get a few seconds in fielding units. user involvement.
Ok so now they get user involvement because they can still build buildings at the edge of territories. Or they can forgo it. Riflemen got bars as a tech upgrade in coh1. Not unprecedented gameplay here, guy.
repair stations is doctrinal, should auto reinforcement be too? i think it will be better if so...
Don't be silly. You know what I mean. Automatic repairs in coh2!?! Clearly done for the casuals smh.
let's be honest, the auto reinforcement, auto valt, auto breach emplacement, are done for console ports. even that bulky in your face UI
taking away such user involvements, what new tactical abilities were added? cant find them, so game will end up feeling less involvements, no?
Buddy, I never considered having to play point and click adventure game just to vault a fence in coh2 """involvement""" I considered it a nuisance. And to be completely honest with you, so was spamming the reinforce button. If that's what you played coh2 for, maybe you would have more fun playing Cookie Clicker or Starcraft.
I, meanwhile, enjoy actually maneuvering my units and throwing grenades at MGs, calling in smoke barrages with my mortars and flanking them with my CQC infantry, and flanking tanks. You know, the tactics part of the game.