100 mp delay will not kill Pgs i dont know where this idea came from.
It's a bit more nuanced than that. It's not just a 100mp delay, you have to add the build time for T2 too. And the time it takes for Pioneers to get back to the base, which also isn't always immediately possible. All this could easily delay them another 1-2m on average.
Anyway there are a few changes planned that will affect Panzergrenadiers, so keep an eye on the preview patch notes that will be dropping shortly. |
Buffing up commanders is out of question, ok, and I understand that you dont want to touch too many things in this patch.
This patch fill focus primarily on getting the core armies back in shape to create a solid base from which to move forward. We'll hopefully get to do a commander focussed patch after this, so keep working on those ideas for underused commanders, we may need them later. |
but, thats not really an argument against bans, is it?
It isn't, that wasn't my point. My point was only that a ban system for CoH2 wouldn't be as straightforward as it is in other games and that it would have to be thought out very carefully. |
The more mobile the players are the less effective mortars become. Top level players move around so much that by the time a mortar has aimed and fired the squad it was targetting has already moved somewhere else.
They seem to just forget about them. Whenever they are built (by certain players who do use them more often) in the mid to late game to counter HMGs or other defences they seem to work well. Luvnest had a vet 5 ISG in that game on Crossroads. Also in this case nobody built T1 as Ostheer because of Osttruppen, so no one on the Axis side had direct access anyway. Getting T1 for just one mortar isn't cost effective at any stage of the game. And the USF T0 mortar isn't very good beyond the early game. Pak Howitzers weren't built because the primary choice (to counter Osttruppen) was Lieutenant and every bit of spare manpower mid to late was needed for Captain backtech + ATGs and armor. I'm sure a Pack Howie would've done wonders against Osttruppen and HMGs but no one could really afford to get them.
Personally I don't like using mortars not because they don't do well, but because they're pretty RNG dependant. Sometimes they hit a lot and then you'll win a lot of engagement because of that, sometimes they won't hit anything and you're constantly down one squad. I usually prefer the safety/control of an extra squad or HMG instead. |
yes, sure; you can circumvent a "ban" by picking the most similar alternative thats unbanned and playing into that. but things play out different when you actually get down into the nitty gritty of how games play out...which ironically is alot like commanders and factions can be in coh2.
If your Shock Rifle IS2 is banned; that doesnt mean that the Armored Assault IS2 is a ez plug n play replacement for your strategy overall. because you now dont have shocks or incendiary barrages. Thats a basic example but apply that to any "key" commander unit players tend to go for in matches.
This is all relative. It all depends on what the meta resolves around. That isn't necessarily a collection of doctrinal units/abilities but it can also be just a single ability or unit. In this case Osttruppen being the prime example, that are in two commanders that are practically equally effective because that one ability/unit is the primary goodie in the doctrine. Both Osttruppen doctrines are pretty much equally effective because in essence the meta only resolves around Osttruppen themselves, with all the other abilities being a bit meh. Players usually choose which one they prefer, one isn't necessarily better than the other. Ban one and the other will work as a replacement just fine. It can be the same for other units/abilities that happen to be meta at the time. |
Then choose your faction simultaneously. 30 second time limit for allies to ban a commander and 30 second time limit for Axis ban a commander so that a total of 3 commanders are banned for allies and axis. Then launch the game.
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There is a reason why league of legends has been the most popular game in the world for 10 years now, why not copy them?
A problem with commander bans compared to other games is that there are several commanders with overlapping abilities. For example if someone wants to ban Osttruppen they'd have to waste 2 of their bans because there are 2 Osttruppen commanders. Or even worse; say the Tiger was still dominating, then if you'd want to ban the Ostheer Tiger you'd need 4 bans just to achieve that. Another small problem is the fact that WFA only have 9 commanders each while EFA have about 20 each. But yeah commander bans could easily be explored in some fun/ML tourneys to set up a proper and fair system.
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Casuals should not be catered towards, all design should be top-down.
Ideally the game could have supported both. By offering extended mod / custom game support and fun casual gamemodes like vCoH's Stonewall, with pve balance being as wacky as anyone wants it to be. And the more competitive players using standard ranked matchmaking within a well balanced pvp environment. But we're left with only the latter sadly, so there have to be priorities. |
The Burratino would like to have a word with you.
Touché. Most of Wargame's howitzer/rocket artillery design worked very well. |
Considering the 2-man mod team that you took these from were able to create them in under a day, you should be able to get them to work.
We should be able to get them to work, otherwise I would be happy to ask you for help.
Thanks for inspiring some ideas, I hope they will make it to live. |
What if the damage/scatter of all rocket arty was nerfed but all got longer suppression time (and maybe vehicle stuns on direct hits)?
So rocket arty has more of an active suppression/degrading role during engagements, not a tool for continuous bombardment. (I've just been reminded IRL the biggest effect of rocket arty was psychological)
This is how rocket arty and howitzers should have been designed - with all factions having (stock) access to both. Rocket arty should have dealt major suppression in a large area but little damage so that it could be used to stop an enemy advance or to reduce the effectiveness of enemy defences while launching your own assault. Howitzers should have brought precision killing power with a zeroing mechanic (every consecutive shot becomes more accurate). This way there would have been two distinctive types of artillery each with their own goals/uses and strengths. This is how howitzers and rocket arty were done in the Wargame series and it worked very well. Sadly, it's too late to implement this in CoH2. |