We're playing Company of Heroes actually, and if you played very much of it you would know that camping is a pretty popular tactic. |
Hearthstone, LoL, smash, (the list goes on) says other wise
LoL appeals to both but I can guarantee you its balanced from the top down. Maybe Smash is semi competitive but not even close to the level of RTS or MOBAS. Hearthstone is a card game- no micro or macro, completely irrelevant.
and I have to be honest that not all top ranked players are great testers either.
True, never said they were. But the best testers usually are pretty good. There are some low-mid level players that make good testers too so it should include both, but as far as balance goes it should cater towards the higher level players. |
*sigh* I'll say again: high-ranked players aren't necessarily the best barometer of what's *fun*
What's the efficacy of unit 'Y' for a person capable of 4000 apm and twelve hours a day to play spare? Yup.
What's fun? Perhaps not.
Why not? CoH1 (minus OF) pleased casuals and the elitist players. Same thing for Dota 2 and SC2. You can make a game with a high skill ceiling that appeals to low level players too, you can't make a game built for casuals appeal to the competitive crowd, or else the competitive crowd in reality is just the best of the casuals. |
Nope
SU85
Max Speed: 5.7
Panzer 4
Max Speed: 6.3
Panther
Max Speed: 6.6
Speed going forward and speed going backwards uses the same top speed value
Stats from: http://coh2-stats.herokuapp.com/
for illustrative purposes the sherman is 6.7 and thats only a 0.1 difference between the sherman and the panther. A difference of 0.6 and 0.9 is massive.
Thats a difference of only ~10% and 15%. Reversing SU85 gets off several shots before tank gets behind it. Panther with its higher range and armor usually beats a unsupported SU85, but Pz4 doesn't stand a chance after blitzkrieg change unless he runs out of room to reverse. Using true sight to flank is too risky because if he can't see you that means you can't see his lurking conscripts that are just waiting to AT nade you and then its lights out.
@Basilone
No, each faction is supposed to have UNIQUE playstyle. Germans still have advantage in AT infantry and long range combat.
Neither is supposed to have any advantages. We've had that kind of balance for past 10 months, didn't proved to be working.
CoH1 balance also isn't important at all, because its not CoH1, its CoH2, the new game.
A) I never said CoH2 is symmetrically balanced because it isn't, but you seem to think it should be and thats terrible idea.
B) Well we had balance like that in CoH1, and it worked great. Such a broad statement to make too, with zero evidence whatsoever that faction strenghts and weaknesses are to blame for imbalance. We also had infinite range AT nades and lack of non doctrinal conscript weapon upgrades this entire time, I could just as easily blame any imbalances on that.
C) I never was talking about CoH1 balance, I was talking about games where factions had strenghts and weaknesses and the game was still balanced. CoH1 was just one example I used, and like it or not CoH2 is a sequel so it should work in a similar way.
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You can move out before molotov lands. Usually being in close vincinity of non pinned conscripts ends bad for weapon teams, one might have think you could get that after 10 months.
Yeah we all know how extremely easy that is to do every single time, when you combine packing up issues, true sight, and oorah.
PPsh are good only for close range, STG44s are good at all ranges. The days of a-moving pgrens into other infantry are over. Adapt.
Except now the PGren durability nerf means they get picked off from distance, meanwhile PPSH is good enough to still win pretty often up close. If you think PGrens > upgraded conscripts right now, you haven't played enough. Bundled grenade is their only saving grace right now and its pretty expensive for an already munitions intensive faction. The only scenario where PGrens consistently win engagements now (without using bundled nades) is sitting in cover and firing at a squad that is closing them through red or no cover.
Which is funny, because it have less speed then any german tank except tiger and ele.
But after the blitzkrieg nerf its still almost as fast. Sure the faster German tank will eventually get behind it, but only after is almost dead anyway.
If you aren't carefull, you will get fausted. L2P issue here.
Not an L2P issue at all, the infinite range AT nades and fausts have been retarded since day 1, and still are.
If you have 4 models in squad, but 10% healthbar its time to retreat. No, really, its time to retreat.
Strafe is ok, first sensible thing you've said.
SU-85 is a dedicated tank destroyer.
StuG is infantry support gun to support infantry against light armor.
Which was a pretty pointless change since Ostwind is already a infantry and light armor killer.
Which means the patch did its job, because neither faction is supposed to have any advantages.
Its called equality and balance.
Are you kidding? All factions are supposed to have their own unique advantages in a good RTS, hell even some FPS games too. CoH1 Germans had more off map artillery, the veterancy system made it easier to replace lost units, and they had better late game tanks. The Americans had better (though harder to earn) vet, better on map artillery, and T1 upgrades made their basic infantry unit one of the most versatile units in the game compared to the more niche nature of the WM units. In RO2 Rising Storm the Americans get far better weapons, but its fair because the Japanese spawn in very defensible positions. I could go on and on about the faction strengths and weaknesses in War Thunder, and how they balance each other out, but I'm not going to bother. Symmetrical balance in a strategy game is a fucking joke.
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Its not meant to be impenetrable behemoth and that is exactly what it was, especially at vet2.
idk what game you're playing but it hasn't been a "impenetrable behemoth" since it was nerfed last summer. Also, for 170 fuel it should be really fucking good. If any changes were needed at all, it should've been a cost increase or a unit nerf, but like always another classic knee jerk overreaction patch change. |
It's because there is a horrible latency problem in CoH2 multiplayer net code.
I did a comparison with Starcraft, I connected to the korean SC2 server, to test out the command latency. My ping to the korean server is 250-280. My command lag was only 400 ms.
In CoH2, with a ping of 140ms, I have a command latency of nearly 600 ms!?
Nope because the "lag" happens even after the retreat symbol pops up. If it actually was lag, it would be a delay in the symbol showing too. Very often they idle for several seconds after the retreat indicator.
It's because the animation of packing up the weapon needs to be completed before it retreats.
I think it would be better if the other guys in the squad died first , and the gunner as last. In that way, the squad still die, but the animation can still be completed.
Not this either. It does happen (and makes it even worse), but it also happens even when they aren't taking crew losses.
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I think it was overnerfed a bit but they had the right idea. I think ideally ram should either do heavy engine damage OR weapon damage. Light engine damage isn't a very good trade off, sometimes even a damn AT nade does better than that.
PS: I say that with the expectation that blitzkrieg will be made more useful again. |
I'm so tired of seeing the "this is how *insert Relic employee name here* intended for it to be" argument. Guess what, if it decreases the quality of gameplay it doesn't become ok because HURR Relic intended it to be that way. For example PQ said something like now PGrens are supposed to be a defensive unit against charging Soviet troops, but most high level players would agree they were a much better unit in an offensive flanking role.
FYI Relic initially also intended for there to be ZERO resource sectors and instead caches were built to give you income wherever you wanted to place them. They changed it after Ami gave them shit for it, so it pays to not have this "but they wanted it to be like this" attitude because they don't always make the best decisions, believe it or not.
On topic: Blitzkrieg needed to be nerfed a bit, but not this much. |
Nah, its pretty useless. You use it to reach top speed faster now obviously, which doesn't take very long even without using the ability. It should be a speed boost like before, just toned down a bit to not be insane cartoonish speed. |