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Thread: R3 G2 EXPERTSVonIvan vs VindicareX2 Nov 2013, 20:55 PM
GG In: Replays |
Thread: R3 G1 EXPERTSVonIvan vs VindicareX2 Nov 2013, 20:49 PM
Game 1 In: Replays |
Thread: R2 Con vs VindicareX2 Nov 2013, 18:24 PM
Games 1 and 2. GG Game 1: Game 2: |
Thread: R2: Con vs. VindicareX G22 Nov 2013, 18:23 PM
gg In: Replays |
Thread: SNF5 R2 Con vs VindicareX G12 Nov 2013, 18:23 PM
GG In: Replays |
Thread: R1: Fer vs. VindicareX2 Nov 2013, 17:37 PM
Results: VindicareX won 439-0 vs Fer. GG man! |
Thread: SNF5 R1 Fer vs VindicareX2 Nov 2013, 17:37 PM
GG In: Replays |
Thread: R1: Fer vs. VindicareX2 Nov 2013, 16:57 PM
Best of 1. |
Thread: CoH2 Early Game2 Nov 2013, 16:28 PM
Good suggestions already. I think the major issue is the cover-bonus recieved when in buildings. Ofc, the random crits have to go as well. I do think some random chance is good: it takes skill to try to factor in all the variables and take the course of action most likely for success over the long run (make the odds work in your favor). However, some of the randomness, like random building crits, needs to go. The difference between unit easily taking fire one second then instantly dying the next needs to be reduced. Things like molotov crits that can 1 shot any infantry and rifle 'nades 1-shotting building needs a review. In: COH2 Balance |
Thread: CoH2 Early Game2 Nov 2013, 15:41 PM
Buildings Since beta these structures have gave a massive cover bonus to the squads inside. While it does make them static defense, squads in them are nigh-unkillable by small arms fire. Even the sniper seems to miss most of the time when shooting at squads inside (50% chance of hit?). At the moment, any map with a semi-well placed building will mean that each player basically rushes the buildings since it essentially allows you to instantly lock down the area. Being unable to attack units in buildings, you have only 1 option: go around and lose your front lines (most games end up with a lot of squads back-capping as many points as they can until some form of anti-building comes out). Buildings wouldnt have this dominance in the game if good counters existed. At the moment, soviet molotovs provide the best counter that essentially denies the building for ~10 seconds. The german counterpart: rifle grenades, have way too much RNG attached to it: sometimes the building instantly collapses, killing the squad, other times the squad takes massiave damage (loses 4 members or so) and other times does absolutely nothing. Due to this varaibility germans have a severe lack of reliable counters *Flamers for both Soviets and Germans provide the most direct counter, but due to their high munitions cost and fragile platform that carries them (and the chance that the flamer blows up in your face to a well-aimed shot) makes it far too risky to try to go for early flamers to deny buildings. Early mortar teams are a death-sentence for your map control so they are generally a bad idea to get. Building should not have such a dominant role in the game: they make an obstacle that the enemy can't effectively clear no matter how well the player plays. Either reduce the defensive bonus for buildings to make it at least conceivable you can have a fire-fight with buildings or improve the counters to buildings (molotovs, rifle grenades, flamers). For example; in Dawn of War 2, buildings did exist in much the same manner but played a far less powerful role. They provided less cover than heavy cover and made them precariously susceptible to grenades (Whereas in CoH2, a grenade can do anything from nothing to instantly killing the squad), meaning garrisoning buildings generally did not warrant the risk of getting out-outmaneuvered. Implementing these changes will make for a more fluid and more intuitive strategy for trying to hold lines or assaulting rather than playing a vicious game of cat-and-mouse between squads hopping in and out of buildings and chasing each others around the map as you try to avoid them. Changing buildings should come first since most of the game's pace revolves around who can control key-buildings (so a change here would mean wider-reaching changing elsewhere in the matchup). I'd like to hear your thoughts on how the early game plays out and some other idea on how to improve it. In: COH2 Balance |
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