The capping system in coh 1 led to binary decision making: can I cap this point in time or not? The new capping system allows battles to occur over the point: can I keep this pio squad in cover against this conscript long enough for my gren to get into the point to block the cap? You end up with more decision making with the new capping system, since you can block capping by getting on the point.
There is still a consequence going a 4 mg start. You only have MGs. They can't throw AT nades, other nades, or fight without fear of retreating really slow and potentially dropping the mg.
No, you can do the same in vCOH, with jeep/bike/ket push, required more skill and risk, not dumping a cons inside the circle.
Disagree. The capping system is one of the things that COH2 changed that needed no changing. Now anything from an AT gun to a Mortar can cap and with no penalty or risk. The COH1 capping system required the player to make a strategic decision to either fight or cap. This was an important part of the early game shuffle and helped create a lot of the back and forth that made COH1 early game great. Now just pick whatever unit you want and plop it in cover while capping and let it marinate. No decision, no strategy, no skill. In COH1 if you went support crew heavy you did so with the knowledge that you will lack capping power, yet another CHOICE that COH2 removed. Other than being more noob friendly I cant think of a single thing that is better about the current system. Maybe because vehicle push cant stop your cap? Other than that nothing.
If anyone wants to give any logical reasoning as to why other than "I like it this way" please elaborate.
My reasoning:
1) Cap or fight mechanic rewards micro/macro. If someone is bad enough to cap instead of fight you deserve to win the engagement.
2) Build orders are not considered anymore because capping is irrelevant despite of it (less strategic depth). If someone goes 4 MG start they should have a consequence. The name of the game after all is combined arms.
That said, this thread is about removing capping abilities from support weapons and though I think its a good idea I think a starting point is reducing the capping speed for mortars and MG's and removing it all together for AT guns (sillyness that they can cap anyway).
Totally agreed. The skill cap and strategical thinking back in 4 Pios 3 MG, Blitzkrieg strat by Inverse is waaay better than the casual shit in COH2. That strat was originally turning the whole map into a festung and strike with StuH. The silly thing like COH2 have is like blobbing a maxim group A moving and still able to cap the map as fast as Cons, still able to achieve the similar effect like that strategy.
Here's another one. Not so many Maxims but it shows what to do when you got cut off due to Maxim positioning. Highlight of this match is a IS-2 versus PzIVs and PaKs
Any replay with players less than top 500 is not worth watching, (except MNF for a laugh) and shouldn't come to an argument, a noob smashed a noob, congrats.
And you are like at, 2000? Maybe my top 20 is irrelevant and should L2P from a 2000.
Back on topic,
Crappy microed Maxim can be countered by one hand with another eye watching youtube on second screen. In high level, it is hard and annoying like fuck in maps like Semois and Kharkov.
That's not really a good example.
In my opinion against this number of Maxims fast T2 and scout cars would have been more successful.
Multiple mortars with sniper as a spotter could work as well.
I'd usually go scout cars after seeing something like that. I'd get 2 Grenadiers and fast tech T2. Got a scout car or two and push Soviet back. Flame Pioneers in a half track would work. Or any unit in a half track to neglect suppression.
From these two reply you typed, I can conclude either you stopped playing the game since March patch or you are purely trolling.