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Posts: 141
Thread: Disconnects (not random, but rather timely)4 Jul 2014, 16:05 PM
Ive been having this same issue. In: COH2 Bugs |
Thread: Why so many Axis Lovers? 27 Jun 2014, 19:20 PM
That is highly untrue. Many of the german tank on the western front after Normandy were poorly trained (often due to fuel shortages). The wehrmacht had significantly less mechanization than the brits or americans, and often still had to haul artillery and supplies around by horse! In terms of equipment on paper the Panther tank (standard medium tank on the western front post normandy) suffered approx 4x as much breakdowns as the Sherman. The Axis lost every one of their tank offensives on the western front (avranches, lorraine, ardennes. And they lost much of those battles without allied air support. Their K/D ratios are often inflated because they were typically on the defensive, whenever panthers attacked defending shermans, panther losses were much higher than sherman losses. USA had better semi auto rifle and better SMG. Germans had better HMG. Much of the german infantry in late 1944 was of mixed quality. Newly trained replacements were often much more poorly trained then new american/brit replacements. As for "leet troop" british commandos, american paras and rangers, were every bit the match or more for german fallischerms/and elite SS regiments. So in reality germans had some better equipment, some better trained men. There was very little that was elite about the worn down Whermact in 1944. Strategically, the allies had better tanks. You could aruge their combat competency but when only 2/3s of a panther regiment is ever functioning how can you really say the panther was better? In: COH2 Gameplay |
Thread: Why so many Axis Lovers? 27 Jun 2014, 14:07 PM
I guess I understood it in vCOH2. Many soviet units didn't look as good and I could understand that more people could relate to germans rather than soviets. Since WFA release Axis has generally been 60-80% on the search... Why is this? Do that many people hate USA? In: COH2 Gameplay |
Thread: Assault Engineers27 Jun 2014, 13:59 PM
No one is saying that Assault Engies are useless. Please, try to listen to me rather than just assume I don't like the unit. I use assault engies about half my games now - depends on map. The problem I have with them is that their survivability is so low they are only useful in a short window of the early game. After that, use them for the occasional demo charge. I'm suggesting that 1 squad member be added with wielding an M1 carbine. This would increase survivability wihtout adding much DPS. Possibly even have two of the five members have M1 carbine and 3 have grease guns. I just don't like "dead end" units. As in they only operate well in a specific time window. I frequently get assault engineers to vet two and then they get annhiliated in the next engagement. Seems like they don't really fit the "assault" role as well as they should. In: COH2 Balance |
Thread: Assault Engineers26 Jun 2014, 19:41 PM
Corp.Shepard I know. You don't have to list their usefulness. I get it, I use them all the time. I love using them as an opening tactic. The problem is I think they should have more survivability. And as a call in unit they should be a bit different from the other engineers in the game. Like coh2player said they are basically an american version of the pioneer - some of their abilities are different but combat wise they are very similar - and pioneers are non-doctrinal and cheaper. In: COH2 Balance |
Thread: Assault Engineers26 Jun 2014, 19:37 PM
Play the game and support those guys with other squads. They're not supposed to be shocks, their job is to assault houses and defensive lines and not head-on attacks that's why they have flamethrower and flank the enemy. Yeah, I know M1 carbine sucks. That's why I suggested it. SO that they would have more survivability by adding a man but not much more DPS. I do support them with other units. But once several squads are on the field they get focus fired very very quickly. Much faster than any type of assault unit. In: COH2 Balance |
Thread: Assault Engineers26 Jun 2014, 19:16 PM
I really like these units but they have a really really short window of usefulness. I suggest they should have a 5 man squad. With the 5th man armed with an M1 carbine. They are supposed to be an assault squad, but their survivability is rather low for a shock squad. With 5 men they would be able to fulfill their role for a longer period in the game. I also think they should have mine detector upgrade. In: COH2 Balance |
Thread: Infantry Combat26 Jun 2014, 18:51 PM
Infantry Combat TL DR: 1)Infantry combat is too one dimensional and DPS/ability dependent, rather than dependent onpositioning/tactics. 2)Increase accuracy of infantry in cover. 3)All infantry have a dig in ability. 4)HMGs can toggle between suppressive and high DPS burst fire. 5)Remove “auto seek cover”. 6)Infantry in combat have increase movement speed. One thing I’ve noticed before WFA, but especially after release is that infantry combat is too one dimensional. COH 2’s selling point is that it’s a tactical RTS, which means that ‘game rules’ like cover and a hard counter system (as in rifle does 0 dmg vs armor) etc. I think Relic’s current balance system doesn’t fully take advantage of the potential game rules. For one thing blobbing is heavily used and the game rules often encourage it with the way certain buffs work and the fact that the map designs revolve around a number of chokepoints. I’m suggestion five major changes that could be implemented progressively. When you read this post think about how all of these changes would interact with each other rather than debunking how one change is too drastic or could be overpowered. 1. Increase the disparity between open ground and cover. Cover really only seems to play a significant role in the first couple of skirmishes. Once a blob of 3-5 infantry units exists, the defender’s positioning and cover choice becomes irrelevant because of the focus fire potential of the blob. This is too Starcraft-esque, where focus-fire-DPS and unit ability micro determines the victor rather than tactics (i.e. defensive positioning, and offensive tactical approaches using cover). The best way to improve this simply is to increase the accuracy and reduced the cooldown of squads in cover. Green cover should provide a 15-20% increased accuracy and a 5-10% increase in cooldown. Yellow cover would provide approx 5% less of a bonus. This bonus extends to all infantry types including mortars and HMGs. What this does is provide squads in cover a large firepower advantage over squads in the open. Blobs would be less effective because they would be subject to higher casualties from properly positioned units. 2. All infantry units(Rifleman/HMG/Mortar/Elite troops etc) have a dig in ability. Dig in would prove directional yellow cover. Would take roughly 20 seconds to complete. This is essential for the progress of this game. Digging in was used in every army as a basis for any type of defense. Furthermore, the locations where fighting occurs on the maps doesn’t always provide cover, or only provides cover for a few squads. Being able to simply construct directional yellow cover again provides squads with a good way to hold off blobs The risk with this change is that the game could become “campy”. Please note that there are a few other suggestions that would make camping unfavorable. 3. HMG’s have selectable(toggle) fire rate. One thing that’s always bothered me about relics “suppressive weapons” is that’s all they can do. Machine guns were the most lethal hand held infantry weapon on the battlefield, but in COH2 they actually do relatively little damage on their own. The two fire rates would be Suppressive, and Burst. Suppressive fire would act exactly as it does now – although some guns (Maxim, DSHK, .50 Cal) would have their DPS reduced from what it is currently. Burst fire would not deal suppression, instead it would have high DPS that would be fired in bursts(allowing infantry to move from cover to cover if properly timed). 4. Remove “auto-seek-cover”. I have no earthly idea why this made it back into COH2. They removed it in DOW2 because it was proven to diminish game quality and actually often lead to higher casualties. Removing control from the player is usually a bad idea. 5. Increase the movement speed of infantry while in combat. Most infantry in this game have one speed. Walk. A few have a MU costing sprint ability (2 of them HMGs!! Lol) In tactical combat soldiers are going to run or at least hussle to their objective once the fighting starts. This suggestion is a bit complicated. Infantry would have a 2x speed multiplier when they attack or come under attack. Also, infantry would have a 15% increased received accuracy after coming under fire when not in cover. With an “effect extended period” like how infantry are still suppressed for a few seconds even if they are not being shot at. Same thing, after the last shot is fired/received they would still have the 2x speed multiplier for a few seconds. This feature would add a lot of intensity/realism to the game. It’s basically three changes bundled together but they all have to be done at the same time. The reason for this change is extensive. Visually battles will appear more realistic with infantry actually running around. Second, the speed increase allows infantry to run to cover and the extended effect allows infantry to flank speedily. Remember also, this effect basically stacks “negatively” with the accuracy bonus to cover. So if infantry come under attack from a unit that is in cover dealing extra DPS, they are further screwed because they now receive greater accuracy. The exchange is that they get increased agility. Suppression nullifies these effects though. So if they come under suppressive fire from an HMG and become suppressed they gain no increased speed but do not suffer from increased received accuracy. In conclusion, these ideas are meant to be incorporated TOGETHER. Some could be implemented separately though. I think at the very least increased accuracy while in cover would be a good way to reduce blobbing and make infantry combat more intuitive and realistic. The other changes may seem like a bit much, but honestly, I think if it was all brought together it would add a lot of depth to infantry combat but would also feel very intuitive. There would be a lot of bonuses to defensive combat, but a number to offensive as well (increased move speed, burst fire HMG etc). These changes are all aimed at improving the dynamic tactical depth of infantry combat. Thanks for reading. In: COH2 Gameplay |
Thread: Soviet Support team or Why would Soviets use combined arms?22 May 2014, 01:21 AM
Totally disagree about the soviet mortar being worthless. It works like this. German mortar is much more effective as a "mortar" as in its accurate and it is reliable to get hits against other "set up" weapons and stationary infantry. Soviet mortar is much more effective as a counter mortar. 1-on-1 soviet mortar nearly always beats german mortar, once soviet mortar reaches vet1 - forget it about. All german mortars are target practice. Not to mention, mortar smoke fits better into soviet's overall "offensive" posture. Smoke is a much underused and very effective tool - especially for the soviets. It's kinda like the german/soviet sniper relationship. German sniper is better as a "sniper" vs regular infantry, but loses in duels. In: COH2 Balance |
Thread: You will always want T314 May 2014, 22:03 PM
I had been practicing the T1+T2 to call-ins strat right after the patch (especially with armored assault) The thing that worked great about it was that most germans had not adapted to not having uber-krieg tanks and they usually had 1 less AT gun. In the last week or so I've noticed alot of germans have finally adapted. I'm seeing alot of Stug/ostwind pressure that can be difficult to hold off just with AT nades/Zis guns. T34 makes easy work of both of those tanks and can hold its own against Tiger. Just saying, prior to patch T1+T2 was an emerging strat that was one of the few things working for soviets in the dark days between april-march. After the patch it seemed to work great. Now I think germans are finding a good timed attack with ost/stugs. Holding that off with infantry/ATG is extremely risky. However, I have always found the #1 reward to going T1+2 into call-ins is that it nearly always takes your opponent by surprise a little bit when KV1 spam starts, or T34/85s flood the field. In: COH2 Gameplay |
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