I for one would much prefer tank battles be about positioning and armor penetration than accuracy. Most map designs severely limit the chances for suitable flanks unfortunately, which certainly complicates matters for getting a feel for units' (intended) performance.
Close range bounces are frustrating, but point blank misses are even moreso.
Tanks at close range should have reliable chances to penetrate rear armor. This is probably most true for the T34/76.
Frontal armor should be fair game to bounce all sorts of shells at ranges further than point blank though. |
The USF and OKW don't have snipers or flamers because the Panzer Elite and the British 1.0 didn't have snipers or flamers.  |
That's the thing about Soviets: Commander choice has more of an impact on your ability to counter your opponent than any other faction. Pick wrong and you are out of options. |
The only unit I've ever struggled to dodge rifle nades (or any grenade for that matter)with have been maxims.
Though that may be due to the fact that other MGs and team weapons I actually use for their intended purpose instead of as a replacement for infantry. |
vCoH has no 3v3 or 4v4 automatch.
I'd wager most of the numbers difference between vCoH and CoH2 are accounted for by those options alone.
The 3v3 and 4v4 option was the only reason I ever gave CoHO any time: something different. |
Part of me wonders if he brought too much stuff to their attention. |
CoH2 and vCoH contain enough unique features and gameplay that I put up with all the silliness. The Men of War series, as much as I enjoyed them, has never piqued my interest in multiplayer. (Gates of Hell may change that though.) I may hardly play automatch anymore, and arranged teams if that, but this is still a great game for controlled matches. There's just so much glaring broken imbalances in most of the maps in every game mode that it's hard to put forth the energy to remain competitive in the rankings.
For all the grief I give this game, it's because I see its potential.
It's like DotA: virtually 90% of the game is trying to get a good match up with the right maps, factions, and skill of players. Nine times out of ten I'm just trying to get into a game that's balanced because it's a whole lot of fun when everything falls perfectly into place. |
Jagdtigers wouldn't be so scary if any allied tank had a snowballs chance of hell of flanking it.
It's OKW so there will be volks schrecks, and since allied armor mostly sucks, any other tank supporting the JT is going to be enough to hold off major allied offensives. And even panzerfusiliers have an AT nade of sorts. Plus time and fuel willing, OKW can still make a KT.
The bigger the gamemode, the easier it is to offset any weaknesses. Hell, with an Ostheer building caches, all of OKW's arsenal starts spilling out at an accelerated speed. |
A half century of Cold War, that's why. |
You know it doesn't take an expert to balance this, or any, game. Skill in CoH2 is based around the ability to micro and get into your opponent's head.
Neither are important in developing, designing, and balancing the factions and maps of this game. Being aware of the type and level of skill required to excel at this game is important, but having those skills isn't. But seriously, it's the maps and their territory/resource limitations that are the biggest culprit to gameplay issues IMO for CoH2. |