Not making sense to you isn't either an argument.
Fully agree, no idea what your point with this is though.
Ranking objective isn't playing fun games or on good maps but winning games and ranking up and artillery+super heavy on lane map or chock point maps are the best way to do it today on 4vs4. Almost all player on ranking matches are ranking up beating lower "skilled" players, not better "skilled" players, which invalide the question of artillery being used by both side, you win because you're better at using those tools until you face better players using them, until you get better etc... the classic learn and re-try.
That ranking up argument is an assumption, at least I do not know of any data how the ranked matches actually turn out to be matched. If you have any, please provide it.
Open maps or funniest map are opening too much uncertainty for a strategic ranking play, firstly because they involve more skills than the Arty/super heavy combo. "New" mechanisms like flanking, poking left to hit right, different BOs, different commanders etc... You can't just rush and sit on chock point while you build you arty behind. Super-heavy are much less relevant because more easily overcomed by their counters.
Too much to learn while you can just ban some maps and ensure only Arty/SuperHeavy are the relevant tools and skill you need to win games and rank up.
In the first paragraph you state that rank is determined by skill. Second paragraph you contradict yourself by stating that you rank up by just rushing to the choke points and actually learning and knowing the game, having different strategies ready at hand actually were a bad thing? Good/skilled players should be even more interested in keeping things variable because they are the ones that can pull off and deal with surprises better than any other. Following your logic the top ranks are actually the least skilled, because they apparently like arty heavy maps? What?
It should be super easy then for any really skilled player to just veto Hamburg, force all the "rush choke point and build arty" noobs to play on different maps and get the top place themselves? How come this does not happen? |
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[Oh wait this was mighty old, sorry for that just saw it]
I recently got way more bugsplats and noticed that at least one of my RAM modules is not doing so well anymore.
Before that I never had any trouble with bugsplats (it was an absolute rarity even when I ran on 8 GB RAM, maybe once every couple of weeks). As you said it probably has something to do with CoH not "finding" the correct chunks of data anymore and probably being unable to reload them properly from the hard drive. |
You're making an assumption base on a wrong correlation. That's not even subjectivity here. Map popularity have little to do with being considered by people as good map.
Once you understand the game mechanism (at least for 4vs4) and grinding your ranks you'll naturally be electing your commander pool and maps uppon what you believe is the peak mechanism for you and your factions. And on 4vs4 those are artillery and choke points where super heavy shine, which is the definition of Port of Hamburg.
In another way, are Ostheer Ostruppen commander or USF mechanize "good" (fun/balanced/interesting to play) commanders or are they simply the peak for Ostheer and USF to be played at high level on 1vs1, at the moment.
This does not make too much sense. Yes, artillery works very well on large modes. But it also works very well against you. If all factions are balanced, then there is no reason to chose an arty heavy map over another one since you will be hit by arty just as hard. In this case you veto the maps you personally do not like to play because of preference.
If factions are not balanced and one side has the arty advantage, the other side will veto arty heavy maps and they will be played less. In that case vetos are distributed according to the current meta as well as personal opinion. Still, the trend of each map is very consistent through all ladder ranks although the meta heavily changes. But since we are unlikely to see heavy reworks for CoH2 anymore, it actually does not matter: We can just choose based on what people like to play on the current meta. |
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250 VP mode = bad idea, pls never again.
Late game factions will never be used...
Late game factions will work if we only play the last 250 VP kappa
(sorry could not resist)
I fully agree with your post though. |
I don't want to focus solely on stats or make this an Osttruppen conversation, so rather some feedback to the tourney:
Overall I found it incredibly boring to watch. AE did a decent job of making it somewhat interesting and surely there were good moments, but the whole setup narrowed the commanders down to 1-2 per faction at best. And to be honest this was quite foreseeable, I really don't understand why this was the community's choice.
Additionally the setup suffered because most games were USF and OST with exactly the same playstyle in almost every game.
The only way I could see a repetition of this mode is with commander terminator setting, so that players are forced to choose different commanders (which for me was one of the best tourneys so far). |
Bolster costs precious and very important fuel as well as half a squad worth of mp, meanwhile any other squad can just spend abundant muni.
Brits at that point have fuel floating like crazy compared to any other faction if they don't spend it on bolster and racks, you will have a 12 min Cromwell in every game. |
Completely disagree with OP. You trade AoE for range, that's it.
OP also fails to give any coherent reasoning.
Yeah my problem isn't with the power of Axis Grenades, but the gates placed on Allied Grenades even though there seems to be no reason for it. They're not Nuclear Pineapples from CoH1, they're actually pretty modest as far as grenades go. They beat the Panzerfusilier grenade but fall short of the Guard's RGD, Shock's RG-42, or the all-powerful Geballte Ladung (PG/Ober Bundle Grenade).
I don't want to derail here, but Allied side techs are basically outsourced tech costs. If grenades/... were free the tech cost must be added to one of the main buildings, otherwise Allied tanks would just come a minute too early. |
It’s a 110 fuel T34/76 without ram and with slightly better pen.
Go hammer and you get a Panther with P4 wipe potential.
It’s not very complicated.
Obviously the Comet is better, but the Comet is also overperforming for its cost.
Cromwell might benefit from a small tweak as well, but overall it trades pretty evenly with a P4. I think your statement of lowering the price to T34 level is exaggerated because it performs better. |
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Why do you actually think that the Cromwell is bad? AoE profile might be slightly worse, penetration is pretty standard, ROF as well, vet bonus is also standard, smoke shell utility is also good. And in the late game UKF has pretty similar tools like any other faction apart from rocket arty. Don't know too much about the MGs since the DPS site is bugged, but it was buffed in one of the more recent patches to bring it more in line with other mediums. |
As ostheer one is better off building an ostwind since it comes earlier and is deadlier.
The main reason to build a C.Pz as a fighting unit imo is is one skipped T3 and went straight to T4.
Actually the Command P4 fares very well vs infantry. I just ran a quick test with 6 Valentines/P4/Cmd P4 vs either 6 Volks or Rifles in 1v1 engagements. Although it's hard to tell how much error this test has, Valentines needed between 23-45 seconds to kill the enemy squads, the P4s were both at 20-30/35-ish at range 30.
The Command P4 does not seem to be worse than the Valentine against infantry, rather even better than it. And the P4s themselves did not seem to differ that much. |