I feel there should be a hard left and right to major RNG actions, aka damage on a squad from stepping on a mine. Every few games I will lose an entire 4 man grenadier squad to a single 30 munition mine, which if it happens early on, can be extra crippling. I've had it happen to my 2nd built gren squad in a match 3 minutes in
Therefore I would like to see hard coded restraints on what an individual action can or cant do with RNG determining how effective the action was within those constraints.
In the above example a soviet mine would never kill more than the number of squad members minus 1, so a max of 3 grenadiers in a 4 man squad or 2 in a 3 man squad. The rng would determine whether 1, 2, or 3 grens are casualties and to what extent their health is damaged. In the case that a 1 man squad triggers the mine, he will of course die.
The result is consistent gameplay for both factions:
1. The soviet player knows he will cause at least 1 casualty with a mine, and reliably kill off 1 man squads.
2. The german player knows although his squad could be crippled and forced to retreat, he will have the ability to retreat instead of lol instantly dying when you arent looking.
In a more prevalent example, buildings should never be collapsed by any munition short of a railway artillery strike until the health of the building is less than say 30%? The lower the health of the building, the greater the chance that it will fall apart. A 10% health building should reliably be destroyed while a 50% health building should reliably stand strong. No more rifle nades into a 80% health building killing your entire guards squad.
Although I didn't save the replay because I rage quit, I have lost my first MG squad in kholdny ferma winter by putting it in the church and the church self destructing from the very first 82mm mortar landing on top. That was unbelievable to me and just bad gameplay from the engine
EDIT: buffing building reliability is an important fix, but it will subsequently buff the early game power of conscript spam and building rushing in general. Off topic I still also desperately want to see tweaking of building locations near important cutoffs, especially in semois, in conjunction with the RNG tweak.
If the game already has hard coded limits, they need to be adjusted for less variability. I like RNG instead of stat based fights (marine shoots zergling for 40 damage every time, zergling will always tank 5 shots = meh), but I don't like RNG detracting from good gameplay and micro. If I place a 60 mun teller mine, bait a kv-8 onto it, and it triggers for no engine damage at all... welp there goes my entire plan.
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Thread: Reducing Random Events25 Oct 2013, 20:10 PM
In: COH2 Balance |
Thread: IronRoman vs SAGE21 Oct 2013, 17:48 PM
My name is ironroman, I post every game I play because I need attention why would anyone in the world want to dl a replay and watch you win an "Easy game" in 15 mins? zzzzzzzzzzz inb4 you rage while pretending to be the bigger man In: Replays |
Thread: how to: Level 100 German Play21 Oct 2013, 17:45 PM
this is an awful whine thread by chronic german-whiner sir muffin. Call germans easy mode all you want: Just because you dont know how to play vs them, doesnt mean the whole game is broken and should be remade from scratch. Chances are your micro or tactics needs more practice, not game balance I almost never call anyone out, and even rarer with "learn to play" rants because I like to be constructive, but seriously guy here's some food for thought for you: 1. Your soviet 1v1 record is 864th place, 79 wins to 73 losses. You arent playing good german players, you are losing to noobs. Noobs do things like spam MG42s because you aren't good enough to keep the pressure on them and run circles around them and they haven't learned that cheese strategies arent effective yet. Practice practice practice, not whine whine whine http://www.coh2.org/ladders/playercard/steamid/76561198016893993 2. Top tier players regularly win as soviets. If they can, why cant you? At the moment the current OP meta isnt mg42/tiger (seriously tigers man?) spam, its a fast t70 or even worse, vonivan's triple t70 cheese strategy (stalingrad blitz tactics). If there is anything close to a cheesy way to gain ranks, thats it. I'm sure you dismiss my post because it doesnt fit your preconceived notion that you are a martyr of coh2 and the whole game is wrong--not you. Or maybe you just wanted attention, and have got it. If 10 people tell you youre drunk... lie down. In: COH2 Balance |
Thread: Counter vs. Shocks..?20 Oct 2013, 00:24 AM
upgun scout cars, snipers, brummbaars (lol thats quite the troll in game), ostwinds, FHT, any kind of vehicle really More realistically you will end up fighting them with grens under MG support, so just try to suppress them and rifle nade. If the enemy gets more than 1 squad of shocks, which is almost never in my experience, then a sniper is probably the way to go |
Thread: Uploading a match to showcase my german play. For critique.18 Oct 2013, 03:30 AM
I primarily play german and have yet to find a commander I actually "like". I end up just sitting on cps until I find an ability or two I want, or decide I want a tiger, and choose a doctrine. The ostheer cdr's are nowhere near as interesting as the soviets which allow for different gameplay and builds via call-ins in my opinion 1 tiger (either spearhead or the opel blitz one), fortified armor, and your favorite pak43 one is a good mix. The pak43 has a shorter range than you'd think BUT it will shoot through hedges/buildings like they arent there. On maps like kholdny that can be very useful. Careful not to get it decrewed and also fix the enemy tanks at the max range of the gun so they cant circle strafe it (Fausts, mines, spotting) In: Replays |
Thread: Proposal For LMG Grens18 Oct 2013, 03:19 AM
I think you overestimate the impact of one LMG gren a few mins into the game and underestimate the current conscript spam meta. In the hands of good players the soviet early game has no trouble holding territory or more likely, advancing. Units shouldnt be balanced to the lower skill tiers to make the game more newbie friendly for people still learning the units ("This would need testing clearly but I think it prevents the early LMG which I see as the largest struggle for moderate players.") I would ammend that statement and say micro/unit preservation is the biggest struggle for new players The majority of soviets I play against do not build t1 anymore, the clown car has fallen out of favor hard. T2 is situational but sometimes used until fuel is out for t3. If anything the soviets dont need anymore advantages that help their meta get a t70 out faster... 9/10 players rush t3 and harass the periphery (fuel points, etc) with a quick t70 which is an extremely effective tactic and very hard to counter Now that I think about it if you want an example about an early LMG not being a game changer, ill attach my last game against vonivan's soviet. He won and the LMG made no difference in the long run In: COH2 Gameplay |
Thread: Uploading a match to showcase my german play. For critique.18 Oct 2013, 01:11 AM
If you see an MG as one of his first units (when he shot your gren) you will know he did a t2 opening, which almost never works vs a good ostheer player because he gives up capping power and mobility. You can build anything while capping as long as you are in the zone. Mg needs to be behind grenadiers now. They nerfed it so it cant be relied on to hold off infantry on its own You will just have to work on your micro, you can hotkey units. At least the mortar for quick redirection of fire Why buy an elefant? He only had close range tanks and you had the lead in p4s. LMGs will help you get to vet 2 quicker, you can give your first lmg to the gren with the most vet and most squad health to make the most use of it Remember you can de-cap enemy points without recapturing them. If you know you wont hold a territory, decap it and move on to keep him on the back foot. Dont lose your squads decapping though, when in doubt run away A tiger would have been very useful in that match as opposed to an elefant In: Replays |
Thread: Proposal For LMG Grens18 Oct 2013, 00:34 AM
I use lmgs and rifle nades every single game, I said quite clearly I dont rush the first LMG often which is the premise of your thread: delaying the first LMG I'm not trying to be antagonistic but since you keep going that way im going to be blunt: why are you trying to fix a problem that doesnt exist? What does moving LMGs to tier 2 accomplish? Due to the high munition cost they have almost no impact on tier0 battles. Dont say thats a reason to do it, because we could put su85s in the hq at tier 0 as well simply because "no one wil have fuel to buy one 2 minutes into a game so why not?" In: COH2 Gameplay |
Thread: Uploading a match to showcase my german play. For critique.18 Oct 2013, 00:25 AM
Typing these chronologically as I watch your replay: You need to prioritize what points you want to take initially (mun > fuel > cutoffs for german IMO) and concentrate your forces in that area. The opponent did a atypical build with a MG first which allowed you time to rush the north fuel which normally is locked down by the sov engineer/conscript. To contest that you need to rush your first pio to take it and hop in and out of the building to deny him the ability to use the building against you. Either do a 2 pio build (first pio rushes, second builds the t1 then goes cap) or more usually I just rush my first pio over there after the t1 building is done and then push my forces there. Tl;dr you need to concentrate your forces on the general area and blob the first couple conscript squads or you will get driven off because you are strung out. Germans cant cap the whole map at once like soviets can. Take a starting high value point/connections and work from there. Honestly thats what the soviet player did ironically but he went t2 heavy and isnt a very good player, dont expect to see his build used by better opponents Kholdny winter is low munition and the fuel is harder to hold so both sides will be rushing the northern fuel as it only requires 1 point to connect to the base sector. If the enemy is already too entrenched at the fuel or whatever point you are trying to get by the time you get there, dont beat yourself against the wall - cap elsewhere and come back later. Taking a munition point first will allow you to get LMGs/flamers ASAP. Buy one of those as soon as you get 60 munitions for some much needed early game hitting power. While your pios are sitting in a cap zone, have them build wire to deny cover from the enemy's side of the map when applicable (ie. east side of the truck in center muni in the replay) because they will cap while building anyway. Retreat your units or walk them out of danger as soon as you judge they cant win. there was no reason to risk losing your first gren by waiting until he was pinned at the fuel. He was never gonna fight all those units off anyway, so just press retreat and regroup. Similarly flanking the mg with your engineer wasnt going to accomplish anything but damaging or losing your squad when his units turned around. On Kholdny the hedges and walls are able to be shot over with nades or through via flamers and attack ground commands on tanks. If you know a unit is camping on the other side, throw something over to get a free hit on his squads. If the enemy ever gives away the map like he did to you early on and you are wracking up 2x fuel point income, just tech to 3 or 4 asap (judgement call) and get some armor on the field to end the match quick. Another thing is your mg sat alone by itself in the south fuel when you got pushed off the top, never leave your mg idle. Put him where the enemy is at all times. You had 100% control of the munition point, upgrade all your units with LMGs/flamers Your biggest problem was losing your squads, work on retreating them earlier and not overextending. Like at 17:46 you just sent a gren to cap the fuel point and got killed by 3 enemy squads: dont neglect your squads to watch a firefight somewhere else! you gotta work on micro and unit preservation and it just takes experience At this point you were floating near 1000 mp 400 munitions, I would have recommended immediately rebuying your mg, getting a total of 3 gren squads, maybe a pgren and a anti tank gun to round out your army. Dont let mp accumulate, spend it as it comes in You need to get the MG upgrades on your panzer 4s asap, they are cheap and very effective. You wasted all your munitions at this point by letting them sit. Your tanks should be scouted by infantry or at least kite backwards out of anti tank nade range as much as you can to delay the soviet's ability to damage your units. P4s are not as expendable as t34s. Always try to panzerfaust enemy vehicles, use blind spot by buildings or hedges to get your infantry close when you know they are going to drive past About 35 mins in you did well in destroying the enemy atg + 2 t34s but you retreat when you should have pressed and destroyed the final t34 with nothing to oppose your full health units. Panzer4s always beat t34s in combat You chose a doctrine with no munition abilitites despite having 600 stored up So in summary you need to work on your micro/squad preservation, concentrating forces to support each other, and moving your units with a plan... dont send them in one at a time In: Replays |
Thread: Proposal For LMG Grens17 Oct 2013, 21:43 PM
if I could untick every varient of the vcoh map ports I would and thank you for ignoring the content of my post In: COH2 Gameplay |
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