Considering that the most popular esports games now are team games, I think they need to reevaluate their stance on who they appeal to.
And even if you're not going for esports or competitive play, team games are what bring in players due to the ability to play with friends.
For all the skill that's shown off in 1v1, there's is an equal if not higher level of skill that can be shown off in both the execution and teamwork in team modes, but that is downplayed due to the old way of thinking about RTS team modes, especially in larger 3v3 and 4v4 games with their emphasis on extreme resources and spam.
3 or 4 players on a team, working together with real coordination is just as, if not more, interesting to watch and play. |
There is an inherent strength in having versatility. AGrens, and the commander that they're in is an added bit of versatility. Specifically in the drastic changing of early meta.
There is also power in familiarity, a power which you also have over others, and will continue to have as new players join the game and some older players leave, but anyone who plays for a while will either negate or diminish that power. This is even more true for people who play casually and don't go around digging through toxic forums for info.
But, while these two effects are are not that large, they still exist, which is why there have been complaints. This is why paid dlc commanders will always be a problem, even if their counters can be figured out. It's just odd that these commanders you have to specifically counter harder than any others.
The same go for the Soviet DLC commanders.
Something needs to be done to get people used to seeing these units on the field. |
Market Target is commander limited, I also don't like the implementation of straight up huge extra damage taken from all sources. Balancing too much around those commanders limits commander choices and makes for a boring meta. I'd be fine with a massive nerf to mark target in exchange for more reasonable and useful tank play. As it stands, mark target use is kind of boring.
While Germans see a problem with various Soviet weapons instantly wiping their squads with a hit, one thing they need to realize is that their basic infantry units are much more capable of wiping out Soviet infantry units with normal gunfire and abilities. Grens with LMGs can quickly kill almost any Soviet squad, even Shocks if you have more than one LMG Grens. PGrens rock most units, and the bundle grenade is wickedly powerful (if a bit inconsistent).
If you want Soviets to have less killing power on their high end support weapons, then you have to trade for more killing power or survivability of infantry.
Although, I wonder if squad wiping can be helped a bit by increasing the mandatory distances between troops in intra-squad AI. I know that Relic said they implemented AI where high vet squads would naturally spread out more. Perhaps it's time to force them to do so even more, even if it means being out of cover?
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I do think that the T-34 and T-70's capture vet ability isn't worth the time. It is useful, but in a heated match, that ability is only useful if you're already well in the lead and have killed off every enemy tank.
The reality of using the capture ability is that German units are fast enough to react, and catching a T-34 vulnerable like that almost always results in a dead T-34 or T-70.
I've only found it useful in team games where we've literally destroyed all AT resistance and now we're just mopping up points to ensure victory.
Without discussing blitz itself, the by comparison, the T-34 and T-70's vet ability just isn't as useful.
I'd say for T-34s, they should get an ability called, Train New Crew. You lose that Vet 1 on the tank, but the next T-34 you buy has a drastic cost reduction.
Or something just as silly. |
I also think that Germans having to build the T1 building at the start is just a hold over from older RTS games.
However, just because they have to do that doesn't mean it's as much of a disadvantage. T1 gives Germans a nice set of units covering a variety of roles. Soviets either have to rely on conscripts, or build a slow and costly building from the start.
The devs can time things well enough so it's not that much of an issue.
While many traditionalists hated Dawn of War 2 (DoW2), I liked DoW2's HQ building with a robust Tier 0 right at the start of a match.
You got right into the fighting with a diverse and interesting set of units.
Part of the reason why conscripts got such powerful abilities like Oorah was that they needed them since they would often be going it alone for a chunk of the early game. It's also why MG42s had to be nerfed as they were.
Oh and if the OP's suggestion is to be used, then Grens would also have to lose the ability to build bunkers. One of the effects of having to build T1 is that bunkers are delayed. But, if at the start, an early gren could run up to a position and get a bunker down early enough to be a significant delay. Say what you want about bunkers, they do serve as a useful delay. Even the best players build them for that purpose when there's enough resources. |
Merge is powerful in the right situation, but is overrated by players that haven't used it enough to see its downsides. You can lose a squad from the ability, either from leaving a unit with low member count while under fire, or the numbers being off at the moment of merging and you end up merging conscripts completely into another unit. Either way, you are still effectively taking 1 unit off the field. If the devs ever make it so that Merge never takes the last man out of a conscript squad, so it's usable without extra math, then we can talk. As it stands, there's no reason why it should ever take the last man from a conscript squad.
Having good, well balanced team modes, especially 3v3 and 4v4 can do more for the game than the 1v1 focused game they've been doing since, well, forever.
Why? Because people like playing with friends. Even the more elite players still enjoy playing with friends.
People even want to see team games more, as for as much as you see skill shown in 1v1s, a whole team of good players coordinating together is as much, and often more amazing a sight to see a team work together to overcome.
Nowhere is this more evident in the decline of Starcraft from the esports scene, replaced by team oriented games. Even if you aren't interested in esports or competitive play, it's a significant indicator of that.
But some will say that that still doesn't appeal to CoH players. Well, lets be frank and say that CoH2 has already sold as much as it will ever sell to CoH players. |
And I still say that if they won't balance the game to all its modes, they should balance the modes to the game, making specific tweaks to maps, pacing, and mechanics for 3v3 and 4v4, less so for 2v2. |
On the other hand, there are doctrinal units that already remove that cornerstone by removing build times from the equation.
I don't think there's anything inherently special about everything having the same build time ratio. It's clear to me that the decision to go that route was more a practical time saving decision, much like removing the large target tables for every weapon.
It's just easier to balance at first to just set everything to a cost ratio, and if you forget to enter in or change a specific build time, it defaults to that.
Besides, while I do like the idea of in-building tiers, that would mean the buildings would have to be lowered in their initial cost, which results in a lower build time anyway.
Then there's the idea floating around of something similar to .5 tiers, which are fuel based global upgrades, which seem very Soviet. You can even make those big global upgrades mutually exclusive. You only get 1 per building. So while the pain of making that costly tier choice is offset with some other potential upgrades.
At this point, something needs a changing, and all options listed so far have good points. It's a matter of what Relic chooses to do with the time they have allotted. I figure Sega already has them working on something specific by now, especially since they already have Creative Assembly working on Warhammer Fantasy and the new Alien game. |
The tactical map system has a lot of problems overall. For one, they're too zoomed out, showing portions of maps along the edges that are only there for units to walk in from, and you have that useless, outdated, skeuomorphic faux metal border around the thing taking up even more space.
All the while the overly large icons that get all mixed up.
Then there's the very poor placement of the hotkey to access the tactical map.
Funny thing is, CoH2 needs the tac map more than CoH2 due to the more numerous very long range weapons. |
That's because anyone with a brain has already stopped responding to this troll thread.
Winning in this game is difficult for both sides. We'll let the stats speak to what side is relatively easier. I've made my opinion clear in many threads.
There are plenty of individual powerful, or exploitative, strategies for both sides. Just because there are those for one side or the other, doesn't mean that there isn't an overall balance issue that needs to be dealt with. After all, one of the reasons why those annoying strategies are left in is to offset other balance issues while a larger solution is worked on.
However, what is abundantly clear is that threads like this do not help at all.
The only reason I'm responding is that it's already at the top of the forum list, bumping it doesn't do anything.
Just ignore this thread from now on and let it drop off the page list. |