26 Dec 2020, 07:23 AMVipper
And I have to guess that probably prefer large modes where teching choices are more forgiving.
Your preference is respected.
Imo though tech choices add an extra layer to game especially in small mode. One has to calculate which investment will pay off better depending on number factors like including his opponent faction, his opponent build, map control...
The imo creates the possibility of much more builds instead of the same meta again and again.
Since you have mentioned Ostheer tech I would like use them as an example of what mean. When USF where introduced,they where so versatile that when playing ostheer one had to predict his opponents build and prepare a counter unit or one would lose.
Since the game has allot simpler economy than other RTS (where a player has to choose whether to invest in economy tech or combat tech) imo making combat tech less predictable improves the game and allows more room for diversity in builds.
Quite the contrary. My 1v1 to big team ratio is like 5 to 1. CoH doesn't have deep and impactfull teching choices even in 1v1. Which is good as this game isn't suited for it.
What you want to see works in a game like Starcraft 2, but it can't work in CoH2. Having to guess what your opponent is doing on penalty of defeat is not good game design.
Take the two games.
SC2 has a ton of cheeses and tech choices that required specific counters in order to beat. This was fine as the game gave all the tools to a player to see what was comming. In the early game you could check the base with a worker unit. Did you see 2x gas and no expension? Some high tech cheese will hit you, prepare yourself! The economy in SC2 was a huge give-away to what your opponent was doing. How many expansions, how many workers were there at which time, how many gas was collected etc. Then there were also the tech buildings themselves, you could see what the opponent was actually capable of building and prepare for it.
None of these things you can do in CoH2. You can't scout a base due to the HMGs and even then you likely won't see anything. You can't spy on someones economy as all resources are passive and don't require any investment. In contrast to the early double gas example in SC2, a player holding both fuel points in CoH2 is under no obligation to tech faster than usual since his fuel income didn't cost him anything. If you want to make tech choices impactfull, you have to make it so that it requires actual investment (i.e. capture points give no resources and need cashes built first) and give players to tools to be able to accurately predict what the enemy will throw at you (for example each unit gets their own building and base MGs are removed). At which point you are losing out on the best part of CoH2, the tactical rather than the strategic gameplay.