So much helpfulness! Thanks all.
It seems most of the strange crits are ability specific... not sure why it's coded like that, but eh, that's no big deal. |
Hey coh2.org, I was just wondering if all of the vehicle crits are still used in game? There are the crits related to the engine, the immobilize, crew shock, and turret traverse (from Puma) but are some of the weird ones still in use? Like the gunner injured critical? |
I am interested in playing in the 1v1 tournament.
Rawr! |
Oh hey, update: I'm searching on automatch for 1v1s; servers are up for me (it's 20:19 here; 18:19 PDT I believe) |
From my experience in battle and form reading this thread and other threads on coh2.org, I have come to the following conclusions:
Ostheer have the weakest opening in 1v1s. The ubiquity of a USF player's access to smoke negates the effectiveness of the MG42, thus leaving the Grens helpless manpower bleeders.
The fast M20 allows a USF player to solidify their map control and/or cut off an OST player's resources.
The Ostheer player relies on munitions early and mid game to defend against light vehicles.
The USF have no way of effectively dealing with hordes of heavy armor.
The Soviet call-in meta is extremely powerful.
No fuel or tech requirements for call-ins mean they can be procured relatively fast and easily replaced (in terms of fuel)
The way the infantry function for the Soviets reinforces the call-in meta; more CP experience is gained when squads/models are killed
CPs: I once played a 4v4 with some friends and, after annihilating blobs of infantry from all four players - with significant losses to our own forces, preventing us from exploiting their weak strength - The USF players had enough CPs for P47s. I had 8 CPs when the P47s came... they require 12 CPs. I don't think they could all build enough caches to get 12ish CPs when I and my allies had around 8.
I don't play as OKW very often, but, when fighting as them, I have noticed a huge surplus of manpower after 1-2 Sturmpios, 3-4 volks, and maybe one or two Fusiliers or Falls.
When fighting against OKW, Obersoldaten are deadly to anything. Volks with Shrecks covering for them make everything even more painful. |
Here's a well played, but long automatch 2v2 I played earlier today.
It really was a great day, with excellent armor preservation on both sides (for the most part). I personally felt on top of my game, my only complaint is that my buddy and I should have coordinated pushes at the same time.
I had 110,000 damage; 32,000 from a single Pak 40 gun |
I think it's charged per sector? So, 15 muni per sector placed. But you need 60 muni to begin construction of even one sector. You can order your pio to stop building after the sectors you want are done, or use objects to block certain sectors from being produced.
It can be easily spammable in cramped areas if you're placing 1-2 sectors at a time. |
One thing to note is that, according to the veterancy guide, the Jackson gets penetration bonuses with vet whereas the M10 does not.
That factors into the M10 being an expensive piece of shit.
And it comes in at 7 CPs because a Stug E is 6, for example. Tryin' to make the shit balanced. |
In 1v1s as USF, I like to build RE Rifle fuel cache Rifle Lt M20. Its possible to get an M20 out in under four minutes. This works great against Ostheer players (just watch for faust from grens) and against OKW, regardless of their tech choice (med truck or mech truck). The biggest issue with this is if my opponent goes for the mech truck as OKW, but the solution is simple: get the M20 crew out of the vehicle and put in the rear echelon squad instead, and tech to captain. Airdropping AT gun from airborne is viable, but puts you at a disadvantage because of the cp cost.
The biggest issue to face would be a flak half track that can suppress the m20 crew/captain. Just get an AT gun, then. Or out-micro them and use AT nades/M20 .50 cal in rear to kill it.
I usually lay M20 mines like crazy; they take half health off a panther and immobilize it, and they kill any light vehicle. If you play the map right, you can deny your okw opponent muni for shreks; an Ostheer player not having fuel is great too.
I don't have the time right now to explain this in as much detail as I'd like, but having that fuel cache early game really helps with fuel output and getting a fast Sherman, or doing the double T2-T3 tech, then still having decent fuel income to get a sherman out relatively fast.
In 1v1s, Shermans are great. With the right mix of M20 mines, At gun(s), you may only need one Jackson + your zooks to kill tanks. Your Shermans/M8s (scotts and/or greyhounds)/rifles massacre infantry when they get vet. BARs and M1919s are you best friends. |
I only read the first and last pages of this thread so far, but what would make sense to me is...
Start drawing up ideas for CoH 3 and do it right. CoH 2 is fucked up. vCoH was great because it covered about six weeks and OF was great because it covered like two and was only three months away from the setting of vCoH, therefore, factions could be relatively balanced in terms of technology.
CoH 2 is just a hodgepodge mess of technology. German armor is techologically superior to Soviet armor, and the IS-2, which should beat every piece of armor 1v1 (except KT and Elefant) wins half the time against a Tiger.
If Relic wanted to tell the story of the Eastern Front, they should have made two - if not three - different years to represent each faction, releasing no more than four factions (although there would actually be eight, or twelve).
Infantry could be relatively same between each faction's time period (Grenadiers, conscripts PGs, Guards) but perhaps the number of men could change due to the weapons they carry (PGrens could be five men with MP40s; by 1945 they would be 4 men with StG 44s). Vehicles could be taken away and added, or newer models of the same vehicle could replace the older one. For example, in the "early war" and/or "mid war" periods, the Panzer III could be present (with different velocity guns), but removed entirely in the "late war" period. Tech costs could be changed to represent the increased (or decreased) usefulness of various vehicles. Commanders could be totally different for each faction's time period, or could be similar; or both, depending on the commander, for that matter.
It's complicated and time consuming, I know, but it would add a somewhat historical accurate depth to the game which could be reflected in the campaign as well as in theater of war.
That system easily allows the introduction of other factions if Relic wishes to stray from the original setting (as they have in CoH 2); for example, a "early war" and a "mid war" period could be used for a British North Africa faction. Hell, they could make a German and/or Italian faction representing the same two time periods in Africa.
Side note: As many people already imagine, I too imagine that North Africa would be relatively easy with the current weather effects to be implemented. Just change some sounds and have the temperature go up to be a bad thing (or maybe a hydration gauge?)
Anyway, my general frustration is:
Moving CoH 2 between fronts when there was so much hype about the "untold story" of WWII (from the western PoV).
Having factions that try to represent four years of a war in which technology was rapidly advancing
Units in the campaign not available in online play
Specific units in a single doctrine; it makes it harder to learn to counter said doctrine without having the ability to physically play with the doctrine and to "feel" how units work (like Partisan/Ostruppen doctrine, for example).
-----Perhaps all doctrines could be available to all players when playing with AI only?
I still love this game, there's just ways I think it could be more fun, more exciting, more accurate, more accessible, and overall, better. |