Plus vaulting, deep snow (meh), earned vet by both factions, crew injuries, flamer drops, doctrinal units that require a building + fuel, differentiation between AP and AT mines, cap radius, snipers that can cap while cloaked, units that unlock abilities with vet, units that can consistently counter aircraft, crew weapons being dropped on retreat, etc. |
Right now everything does a lot less damage than its CoH1 counterpart. Watching engagements with Gren/Scripts just makes my eyes hurt. Yeah they are kinda balanced against eachother because they both suck equally hard, but against other units its pretty obvious they lack any real stopping power.
-rifles (except for the expensive and usually replaced Penals) take way too long to kill MG crewman without using some other upgrade
-they lack the damage output to effectively focus fire, and thats a pretty big deal for flamers since they also have bigger squad sizes on top of that
-Scripts/Grens don't really do that much damage early game but the only reason they get vet is because of the weird vet system that rewards dying. Once they change that death=vet fuckshit, they will be even worse.
-Russians relying on expensive Shocks as the main infantry will lack infantry AT
Now it feels like the best way to have solid infantry units mid-late game is by getting something better, rather than the vcoh model of scaling your core units and supplementing them with a small amount of expensive but more specialized squads. Elite units seem to run the show unless the hit the dirt+ppsh doctrine is picked, and even with that doctrine scripts are still pretty unimpressive before you have 2 CP. Scripts/Grens both need better rifles so that focus firing actually has results, and then the MP44/PPSH/SVT need to be buffed proportionally so that they are still superior. |
It's a problem in CoH too. One sided games take too long.
If you have a strong opening you could win a game pretty quickly if you didn't make any mistakes and capitalized on all of his...usually when the game lasted too long it was only because of stubborness even when there is literally no chance of making a comeback. But in coh2 the other guy still gets about 5 chances to make a comeback even if you don't make (m)any mistakes. |
- performance under high pressure
- performance in social conditions
- mental historic
- drug historic
- favorite socks brand
-I don't own any barometers
-certified stud
-never failed a class
-I'm all caught up on breaking bad episodes
-nike |
The philosophy behind vet in this game seems to be close to what it was in DoW 2. Instead of making vet hard to attain and something that only a few squads that were always in the thick of it got, drastically improving their combat capabilities, you make it easy to attain and the bonuses smaller.
The bonuses aren't smaller though, they just aren't noticeable on Grens/Scripts because they are so weak it is a joke. All their rifles do is crit fairly often, but they do almost zero consistent dps like rifles and volks did. Run up behind a MG with a scripts and prepare to be there for a while, unless you get some criticals its going to take you about 10-12 seconds to do the same job a rifle squad could do in about 4 secs.
Even with ppsh upgrade Scripts still do next to no damage, the only reason they are viable is because almost everyone is terrible at countering hit the dirt. |
3) Make Coh2 competitive, for example getting it into Epsorts, as well as avoiding play-to-win aspects and balance-breaking DLC
Games don't become competitive because someone waves a magic wand and makes them "esports", they become esports if they are very competitive. |
Helpinghans the replay won't show the problem i had it was like a bug or error dont know it was the first time i tried after the match ended to play private match against cpu every thing was good it's odd ...
don't alt+enter |
Holy shit, 112 kills? That probably got it vet 2!
Also reserved for casting. jk lol
Nah I'm sure it already got vet2 from taking a few Zis shells  |
Adaptation. Now your micromanagement goal needs to be to not get into the range of at nades or panzerfaust in the first place. Removing it would cause several problems with early vehicles that would be able to get away more often.
no, the goal should be for them to work properly |
Me being a real life astronaut and all, does that improve my chances? |