My only drastic change to the game atm would be to give germans normal mines, an equivalent to the soviets. It would lower the clown car dominance, since you can reliably defend territories simply by putting mines down. On top of that it would solve possible problems with t70 and and later in the game maybe even t34 ram (if they lower the speed at which the t34 rams the enemy tank, mines might be able to give you a chance of running away). The problem at the moment is that nobody is able to afford those expensive mines, since germans are already ammo heavy.
Otherwise I would only change some numbers and unit costs so far, as the balance is still very fragile and can quickly change, even without patches.
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Register Time: 18 Nov 2012, 19:57 PM
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Register Time: 18 Nov 2012, 19:57 PM
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Post History of Trainzz
Thread: There is no point playing Ostheer 1v1 anymore8 Jul 2013, 20:48 PM
In: COH2 Balance |
Thread: Can infantry be more responsive?8 Jul 2013, 14:21 PM
The second possibility is there is lag between you and the other player. This will also result in unresponsive behavior. "Lag" in every game seems to be a bit unlikely. I mean, you get used to this small unresponsiveness after a couple of games. But I still have like 5-10 moments in every game where I am innerly begging my unit to finally move the way I want them to. Maybe reduce the time in which you don't have control over the squad, because of close tank shells/flamers etc would already improve the feeling a lot. In: COH2 Gameplay |
Thread: Can infantry be more responsive?7 Jul 2013, 21:51 PM
Yup experienced this as well. Infantry is very unresponsive. Even without nades or so. Just try to move towards one direction and then right away to the other. They will keep moving for another second or so, before changing direction. In: COH2 Gameplay |
Thread: Funny Shit Thread7 Jul 2013, 00:25 AM
had me in stiches... stay till end! 3.50 holy fuck. I am dying ![]() ![]() ![]() In: Reborn |
Thread: There is no point playing Ostheer 1v1 anymore7 Jul 2013, 00:19 AM
Yeah, you are right, forgot about vehicle smoke. Still, I don't think it is good gameplay-wise to rely on a certain commander to counter another commander. Abilities should not determine the usefulness of a unit. And this is sadly the fact with guards, atm. The fact that it is munitions intensive if you spam it does not really make it any better. Every ability uses ammo, just that this one has this one particular problem. You cannot really counter it. Concerning its range. I would say it is possible to kite, if the pathfinding was better. Atm, when you are moving forward with your tank and you get into sight range of the unit, it is too late, as the tank will keep driving for another second. If units were more responsive, I could say that the ability can at least be avoided, although that still does not really offer many counter play options, either. I would be fine with it, if it offered a bit less utility. Mainly the inability to move should be removed, so that you can at least counter the inability to see and shoot with moving away for the duration it lasts. It can ofc slow the tank a bit as well, but a complete immobility seems just too much for how little skill and risk it takes to use. In: COH2 Balance |
Thread: There is no point playing Ostheer 1v1 anymore6 Jul 2013, 20:48 PM
Not in its current state. You don't lose much ressources and gain a lot of the map. On top of that you normally get guards for early at. If that's not enough, you should be able to afford a t34 or su85 by the time the OH player gets a p4 or similar things. I am not even sure if it is that OP, since I personally did not lose against soviets, because of M3s at all (lost only 1 game against soviets so far). I actually think that without the M3, soviets might be in a worse position than germans. I would prefer a shift towards weaker M3s and stronger conscripts. But that is only my personal opinion. My statement about the M3 was rather directed to joshua who asked why they might be damaging the game. So I gave him a possible reason why so many people are crying about the M3. In: COH2 Balance |
Thread: There is no point playing Ostheer 1v1 anymore6 Jul 2013, 20:29 PM
can somebody explain why button actually damages the game, or quality of play? I'm not following why, sans balance issues that can be fixed if they exist, the inclusion of this ability is actually harmful to the game. What it does is give you reason to prioritize different targets during combat, depending on the biggest threat at the moment, which may just be the squad that can or is buttoning. The main problem about it is that it does not have any counter play. You can do it without any risks. In vCoH, every thing you did involved risks. And everything that does not really involve risks (namingly stickies, fausts and nades) had an effective counterplay (dodging/kiting). On top of that, these abilities did not even render a vehicle (worst case a panther/tiger) useless and unable to move, but simply slowed down the unit or just did damage. This drastically changed with Opposing Fronts, where abilities like treadbreaker, button and stuff came into play. These things do not take any skill to use, are a hard counter to things like vehicles and cannot even be counter by good micro micro (ok, you can stay out of range, but let us be honest, you cannot react to things before you actually see them, meaning that you cannot retreat your vehicle fast enough, once you see the enemy unit that can use this ability). Now, these abilities can also be found here, again. Button, vehicle crew stun. These things don't have a counterplay, and render a vehicle useless for a period of time. On top of that they don't involve any risk using them. You click on the ability and its done. It takes away the dynamic of the game, as you just have to click buttons to win engagements. Micro? Please, you don't need micro when you have long range tanks that destroy a tank before your crew is actually able to drive its tank again. Quinns statement that the button ability would promote combined arms is pretty much non-sense, imo. You don't promote things like combined arms by having abilities on units. You promote combined arms by giving units different strengths. Now, a units strength should not come from its abilities. A unit should be useful without their abilities. (again, look at vCoH - not a single unit there was useful for its abilities, but for its strength in fighting infantry/tanks/buildings or just being able to tank a lot of damage. To give an example. Conscripts are like rifles - versatile and your core unit. Shocks are just a strong infantry unit that is good against infantry only. Guards are a unit that is supposed to combine decent anti infantry and decent anti tank. The thing is, this is mostly achieved by the fact that they have the button ability. Their anti tank rifles are not really the best of anti-tank weapons. Compare that to CoH1, we had rifles, rangers, which were useful against infatnry and light vehicles and airbornes, that were only useful against tanks and to some extend light vehicles. Why? Because they had different weapons that made them strong against different targets. And you know what? It worked out very well and made the game dynamic. Scout car play is a matter of balance on the one hand and the no risks involved on the other hand. But this can easily be improved by changing the price and making the units inside take damage from small arms and more damage when the vehicle gets destroyed. In: COH2 Balance |
Thread: There is no point playing Ostheer 1v1 anymore6 Jul 2013, 17:23 PM
I agree, sadly. There are too many abilities that are absoultely not necessary. Button, those anti-tank nades that you can't really dodge, ramming and w/e. The stun the vehicle crew thingy. I mean, there is absoultely zero requirement for it. If we compare this to CoH1 (the original WM vs US), you will see that the only abilities that are equal to those in CoH2 are stickies (which can be dodged quite well) and mines (hurr durr, germans don't have normal mines..). And you know what? vCoH was the reason why this game was so successful, not Opposing Fronts.. If I had anything to say, I would remove the button ability, this vehicle crew stun, and more chances to dodge anti-tank nades (just like stickies in CoH1). I am ok with ramming, because there is a trade-off, which at least makes it a non no-brainer ability. Give German normal mines, and simply watch how the game will be much more enjoyable. Also, I am ok with tanks that have longer range than other tanks. But why does this tank has to get an ability to enhance its vision range?! That is again one of those ability that are a complete no-brainer. It should at least take some skill to scout for your long range tanks.. If the person who made this Thread is a PRO, then i agree with him, seing the last tournament. I don't actually care about balance atm, as it will change quite a lot, atm. You are supposed to find possible counters to the "op" things in this game. The thing that annoys me is the fact that there are things in the game that take away most of the fun. I am mainly talking about hard counters, that should not be in this game. Things that I mentioned above. Also, maps are really important to balance. As long as there are not more maps, balance will be very hard to achieve, as the balancing of the factions depends heavily on maps. In: COH2 Balance |
Thread: How do you play that Moscow map?6 Jul 2013, 11:14 AM
Spam Grens and keep them together as 2 at least. So you can fend of most scout cars. I would try to go tier 3 asap, since your T2 does not offer very useful things, except for the flamer ht. PGs are good, but your opponent has the counter for them already in his tier 1 building (snipers) and I would only start building them after you got a p4. As AT, I would also prefer shreks, Paks are simply weak, atm. |
Thread: Unit AI-terrible?6 Jul 2013, 00:27 AM
yup, noticed the same. Especially striking when you try to retreat a unit or when you try to cancel a already given order (say you throw a nade and then want to cancel it or you gave a move order to the right and then want to turn around to the left). Not sure how much this is influenced by lag, tho.. In: COH2 Gameplay |
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i often win too. There are new strategies found every day. The game is out not for 1 year but a very short time. Tomorow i am sure someone will find a very nice german strategy, so we can copy + paste the whinethreads but replace soviet with german and maxim to hmg. What i am basicaly saying is, that i believe every strategy has a counter. And there will be op strategys every now and then. If a person is not in the Pro scene, there is no worry about being beaten all the time.
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