While I'm not entirely critical of the game - for while it is not perfect it is certainly still playable if not attractive - there are a few aspects of the game that I find may be the center of concern for me. I am thoroughly grateful for the maps that are introduced into the game, as it keeps the gameplay fresh, but many of them share a particular trait that I find not entirely sound in balance. Single, large buildings that are difficult to destroy and pose serious advantages against the opponents. While late game counters will eventually remove this concern, many of the early games are determined by the factor of who makes it first to the key buildings. Large churches, fairly large office buildings, industrial warehouses, they all can house many windows and provide considerable protection for squads inside.
I'm with the opinion that early game engagements would be more dynamic if the influence of buildings are tweaked to be less potent, then I am sure it would no longer be a game of garrison.
Suggestion A: Larger buildings remain just as they are, but with only one or two sides available for use. This way flanking is not a terrible (and often futile) chore and players don't rely entirely on indirect fire and support to be able to get things done.
Suggestion B: Large buildings should be placed away from frontlines where most firefights occur. Smaller buildings with lesser protection should be there instead so as to still keep the option of early protection there, but without an incredible amount of survivability. This will indirectly promote frontline defense buildings that are available to all faction (sandbags, trenches, bunkers). The larger buildings will instead stand as a safe bastion that can be a point of a "final line" which melds well with avoiding a total snowballing victory.
Now I am doubtful that the developers would notice this game, so my concern is more so just curious about what the community feel on the matter.
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Thread: Some thoughts on map design22 Aug 2016, 14:20 PM
In: COH2 Balance |
Thread: What does ranking mean?16 Jul 2016, 03:37 AM
https://www.coh2.org/news/54445/the-ladder-1v1-matchmaking Thank you very much! This turned out to be a happy surprise. In: Lobby |
Thread: What does ranking mean?16 Jul 2016, 03:07 AM
It's a silly question but I never figured out how it works. I'm told I'm at 15 but I don't understand what it represent. Am I 15 tier below tier 1 where the best players are at? In: Lobby |
Thread: USF didn't need a mortar.11 Jul 2016, 04:36 AM
Adding the mortar was never something I'm against by any means. USF has very little opening playstyle and I find the mortar a fresh option to really kick up some new style. I like to believe most of the concern at the moment is more so on it's reliable accuracy that really overwhelms players who find their healthy squads being reduced to dangerously low health or simply wiped by one or two shots that come in short and consecutive barrages. I don't understand the whole reason why it would be pushed out with such high capabilities since the reasoning behind it is a cheap artillery that would help remove static defenses. At the moment it provides so much more than that. In the future, I'm sure relic will help fix that. In: COH2 Balance |
Thread: Infantry Combat Micro in order to pace into close range6 Jul 2016, 23:39 PM
I've been relying on this part of the forum at times to better my understanding of the game. Lately, I've been seeing a lot of talk on infantry and felt that sharing some of my insight on some particular controls might help those who are trying to improve their games as well. What I will be sharing is particularly focused on improving micro when engaging enemy units that excel at longer ranges with units that fare better chances up close. Factions like USF and Soviet may implement this technique more often than others due to their stock infantry reliant on closing gaps to maximize their potential. Say, for example, a common skirmish breaks out between Ostheer grenadiers and Soviet Conscripts. Both sides duck behind their appropriate cover in order to lower the risk of taking damage. Grenadiers will likely benefit should they hold their grounds and trade behind cover, while Conscripts would be forced to charge so they can negate the issue of their inaccuracy. As a Soviet player, it is essential to understand the manner which models behave when told to halt behind cover. By default, these halted models will engage whatever unit is closest during the next chance to fire. So, should one conscript squad stand further up front than the rest, they will be the first to receive the Grenadier's attention. With this knowledge in mind, this should influence how you, the commander, dance and weave your squads in firefights to maximize the gap closing potential. With no MG around as a prerequisite, the pacing of close-range units against long-range ones should still be from cover to cover, but with the advancement based on attention dragging. Say, Conscript squad A is in front of Conscript squad B by a few seconds, drawing the fire of the enemy grenadier squad A & B. By this point, it will be wise to move squad A into an approaching cover, allowing them to maximize their role as fire absorption while the following Squad B make the most of the opening to close the distance. Keep in mind that as soon as Squad B begins to take lead, they will draw the enemy's ire, which in turn gives Squad A the opening to proceed as well. Eventually, this will likely reduce the losses of gap closing, and successfully bringing the long-range units at a disadvantage. I will leave a crudely drawn diagram to better illustrate the concept. That is all. I wish you the best of luck on the battlefield, commanders! In: Strategy Desk |
Thread: The thing about moving accuracy for armor6 Jul 2016, 02:13 AM
I'm a tad confused about it. I always considered it odd that most tanks sport 0.75 (was it?) while some had 0.5 instead. It's odd, since I always considered 0.75 a penalty that is much too gentle for what should be an important factor in armor micro. CoH2 had always been rather fussy about the whole shoot and scoot scenario by heavily reducing accuracy when doing so for infantry. I would have assumed the same for armor so as to encourage a playstyle where staionary units gain a great advantage at the cost of mobility, while swift flanks ultimately benefit when they get close enough to the point where accuracy is no longer an issue. Anyone with better experience can tell me what exactly is the reason to why there is a disparity in the punishment of moving accuracy? It's just my opinion but if I had it my way, I would have just made it universally 0.5 unless it's a very particular unit that has a "gimmick" that boasts good moving accuracy. In: Lobby |
Thread: Conscripts may as well be removed6 Jul 2016, 01:49 AM
That's right, you heard me. It's true that conscripts do not champion themselves with a weapon upgrade such as an LMG. However, it's important to remember the sheer amount of utility they promise when taking into doctrinal power into consideration. A) PPSh are an affordable and useful upgrade. Sure, it nerfs long range, but remember that conscripts were never meant to engage at that distance. When engaged at short range, they can out-do grens, while anywhere past mid means a definite disparity in damage due to their inaccuracy. PPSh nerfs the short range, but provides a great boost to close range (which is the ideal range of engagement) as well as recent buffs made it so that mid-range dps is not reduced. If anything, it's an upgrade that maximizes the intended damage range for conscripts. Oorah is a great complimentary ability to come with it too! B) Rapid conscription is one of the most under-appreciated yet heavily praised commander ability. The cost is by no means cheap, but the potential of bringing 2 new squads out for an engagement is more than a good reason to rely on it. It saves quite a bit on manpower when used appropriately so that much of it can be diverted to teching and other purposes. You compare that to wermacht's relief infantry which provides ostruppen, and you will learn to appreciate how much better this ability is. C) Conscripts repair/Conscripts PTRS/RPK barrage/AT mine/Flare mine/Reinforce various other utility and upgrades truly define their role as a utilitarian if not all-can-do unit that sports both high survivability as well as potential to bring positive results in other means. Damage is not the only thing that dictates the power of a unit. Utility? They have no advantage. Other faction has an AT snare (except brits), and every other faction has better grenades. Even their sandbags are the worst. Conscripts sandbags are pretty solid. Not sure what you are going on about. It's the only sandbag that actually doesn't break from a single shot by axis medium armor. Other utility purposes are there in point C that I've listed. Cost? At 20 per man they are actually terrible for their performance.20 manpower is second to Ostruppen, which - while sporting commendable ability in the game of attriton - has a dps that even conscripts can laugh at. This is nearly 50% less than the Grenadier reinforce price, and in comparison, conscripts has the potential of dealing much more damage in one barrage than what grens can due to additional models. I will state again that the key is their inaccuracy. Place them at close range and much of this complication no longer becomes an issue. Cons should be buffed to keep up with the infantry power creep of everyone else. And most of all just give them 2 DP28 as non-doctrinal upgrades. There's been constant buffs for conscripts and as a soviet fan boy I am quite pleased, but my conscious warns me that over-doing the improvements will only feed more into the power creep. Fixing a power creep isn't giving into it, comrade. If anything, a rational conclusion that should be gained from the observation of a powercreep is to make sure every other faction suspect of this issue should be reviewed! In: COH2 Balance |
Thread: Wehrmacht Infantry- whats the excuse now?28 Jun 2016, 14:23 PM
A five man grenadier is the last thing I want to see to balance Wehrmacht early game. Look, the game is harsh when it comes to counters and the USF mortar is pretty upsetting at how well it performs at the moment. I'm sure relic will answer to that whenever they wake up, but there is some counter play to go even for mainstream Ostheer docs. Of course, there's not much to say that the chances of countering them is slim, since you either trade mortar or you flank. For mortar trade, you are better off focusing on the riflemen approaching before your mainline infantry push in to rush that mortar. Flanking wise, if you sneak in an Assgren should you have the doc, I've had a occurrences where I had reached the mortar in the back, gunned the four man crew down and yoink it for myself. Not common, but it is a good way to also force early retreat for the mortar. Rinse and repeat on harass to force that mortar to always be busy. It's pretty bad as axis right now. Since the bug is disgusting and the mortar is frustrating to go against. Regardless, best of luck! In: Lobby |
Thread: OKW can be killed in less than 5 minutes23 Jun 2016, 14:17 PM
Too much partisanship here... When did I become an adjective? In: COH2 Balance |
Thread: [Ost] Rebalance16 Jun 2016, 17:23 PM
This is not so much a rebalance as much as it is a simple buff for most aspects of Ostheer gameplay. I play plenty of Ostheer and I hardly find them bad. Some changes don't make sense either such as swapping MG42 and the beloved mortar. What you would get is just an army that is questionably the same as OKW, which makes it boring for Axis variety. I'd rather see new innovations than just mix and matching existing units and concepts. In: COH2 Balance |
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