I play USF a lot.
Kubel is Ok.
Not Ok that Sturm pio is start unit.
Lol. Kubel spam absolutely shreds USF in 1v1 without USF forced to go Mechanised. I would rather face double Sturm opening then 4 Kubel opening.
Thread: Teamgame dominant meta12 May 2017, 21:56 PM
I play USF a lot. Lol. Kubel spam absolutely shreds USF in 1v1 without USF forced to go Mechanised. I would rather face double Sturm opening then 4 Kubel opening. In: COH2 Balance |
Thread: COH1 vs COH2?12 May 2017, 17:56 PM
Saw I saw a post made in reddit today: Strictly speaking... CoH1 still looks better imo than CoH2... Controls are better... AI are better... and less stupid... What do you guys think of COH1 vs COH2? Was COH1 strictly better for you? I find that in 1v1 I miss a lot of the QOL in COH2(true sight, vaulting) and I don't particularly like what some of the design decisions.(perma cloak sniper meta, medical triage zombies, bought vet) but some of the concepts are far superior like the commander system and tank pathfinding was less stupid. In: COH2 Gameplay |
Thread: Bundled/LGB nades need an AOE/Garrison nerf11 May 2017, 02:48 AM
Look, I know that LGB has been discussed to death already, but Bundled nades also share some of the blame. So many times I had an MG inside a FULL HEALTH garrison and had Commandos come up and throw their cheese bombs or PzGrens under suppression but manage to sneak in a nade into the garrison. I decided to tank its damage thinking that a full health MG inside it would at least survive with a bit of health so it can suppress any other squads left, but the garrison instead collapses and bringing my MG with it. I'm like wtf so I decided to test them out, and I found out that they 100% COLLAPSE all wooden garrisons that are seen in 1v1/2v2 if the AOE covers the building and can knock stone buildings 30/40% of their health(or more depending on size). Like what the hell, garrisons should offer protection, not a death trap against these nukes. You pay like 45 muni for a garrison buster with less than half the fuse time of Penal satchels. In maps like Crossroads if you don't start evacuating your MGs when PzGrens, Commandos throw their bombs you might as well keep them inside and deny the MG instead. Also the AOE profile of this thing is insane, like if the model is standing at the edge of the red circle they still take massive damage from it. So if you want to be completely clear of the grenade you have to start moving the moment the animation starts and if you're start dodging too late, you still lose a few models and if you're unlucky the entire squad. In: COH2 Balance |
Thread: Cleaning up the 1v1 map pool(again)6 May 2017, 12:42 PM
Of course we can't give feedback if we don't even know what maps will be made into the map pool. It would be a lot easier if we know what maps will be put into the map pool beforehand so we can go and test them since not all of us have time to test all the community maps. In: COH2 Gameplay |
Thread: Cleaning up the 1v1 map pool(again)5 May 2017, 21:25 PM
To add to this it could help that the junctions could be more widened and rounded instead of one sharp corner as tanks frequently go retard mode fumbling around the junctions; particularly near the VP's. Bryansk is a CQC oriented map, honestly I have no problems with the map except with OST/UKF which their HMGs are too easily flanked, but I can look away it's problems as it's one of the few new maps that I liked. Halbe is too MG oriented with glorious red cover will get infantry massacred as they try to cross thus extremely benefiting long range units. Snipers are damn near unkillable with normal infantry flanks and light vehicles are overall very decisive on this map due to roads and huge sight lines. Not all factions have easily built cover on their mainline infantry and I can't be arsed to send my pioneers on sandbag building duty on all points. I have no problems with Caen, except that when OKW spawns North and places the Shwerer HQ near the mid VP, OKW can place it such that the gun can fire over the rubble and cover the mid VP, but AT guns cannot fire back as they will hit the rubble instead. Langreskaya and Crossroads could use the VPs placed a lot closer to the frontlines as it currently is extremely hard to triple cap given an even match. Crossroads VP could be placed along the dividing road between North and South. Honestly I don't know how to fix Langres VP placement without making it awkward. Road to Kharkov, very narrow map that is compounded in 2v2s and pose a problem in 1v1 as HMGs could easily lockdown a sector and promotes arty wars and stale gameplay, plus bad spawns can ruin players. La Gleize, remove it from the game. Minsk Pocket, remove from 1v1, keep it for 2v2s. North/South VP placement should be switched with their Muni Points instead. I think it's the largest 1v1 map currently and makes FRPs very good. Semiosky Summer should be removed, too chokepointy and easy to be base locked without arty and smoke(hint: OKW doesn't them) Kholodny Ferma could use a VP placement change to as East Side has trouble holding them. Also remove winter version from the game because it's the exact same map but with deep snow that slows units down unnecessarily. In: COH2 Gameplay |
Thread: Automatch map spawnings5 May 2017, 18:23 PM
It's totally random. Like RNG, the game can give you a huge middle finger or just give you so much positive RNG you just roflstomp. In: COH2 Gameplay |
Thread: Cleaning up the 1v1 map pool(again)5 May 2017, 18:21 PM
Sure some maps can be fixed to allow better matches(VP placement primarily for Crossroads/Langres and Lost Glider could use a hefty HP garrison decrease) and absolutely agree since it's a good map otherwise but some maps are purely garbage just from a design standpoint(Semiosky and Road to Kharkov). If you guys are allowed to change maps I will provide lots of feedback no problem. In: COH2 Gameplay |
Thread: Cleaning up the 1v1 map pool(again)5 May 2017, 18:11 PM
Not everyone is going to like that certain maps are removed. A better solution is to add more veto options for all game modes. More vetoes are a bandaid to bad map design, bad maps should be removed entirely from the pool because it makes playing absolutely stale(Road to Kharkov,Halbe), artificially prolongs matches(Minsk, Langres) and fucks over factions with no core flamers(Semiosky) or just garrisons that allow control of the entire map(La Gleize) In: COH2 Gameplay |
Thread: Cleaning up the 1v1 map pool(again)5 May 2017, 15:24 PM
Caen & Bryansk are pretty good for OKW/USF/Sov and to an extent Brits while being slightly disadvantaged against OST because units can close the MG42 gap very easily. However, I found that OST can get by with G43 doctrines(Lightning War & Elite Troops) and transitioning to their CQC PzGrens later in the game. Halbe however is a death sentence to OKW/USF but OKW can get by with spamming Kubels(which is also a retarded cheese build). In: COH2 Gameplay |
Thread: Cleaning up the 1v1 map pool(again)5 May 2017, 01:20 AM
As I looked around at the list of maps to veto as OST, I was thinking that why do some maps are still in the 1v1 pool as they are extremely badly designed, I could accept if that map would be playable to some factions but not to others but some of them are so ridiculous that I just straight up ban them for all factions. For example, Minsk Pocket, this map is so large it takes forever for a retreating squad to come back to fight and this benefits FRPs a lot, plus non-sensical VP placement makes games last more than an hour at best and slog at worst. Road to Kharkov is also another example of a badly designed map, bad spawns and the narrow scope of the map benefits MG camping as flanking is limited. And why the hell is Semiosky Summer still in the map pool? The entire map can be called, "How NOT to DESIGN COH2 MAPS 101". However, some of the community ones are very good like Brysank Forest and others could use a VP placement change like Crossroad(it's a very good map, just the base VPs are too easy to defend and thus very rare to triple cap). In: COH2 Gameplay |
|
|
|
32 | ||
|
|
|
0 |
cblanco ★
보드카 중대
VonManteuffel
Heartless Jäger
Malaysia