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Nerf/remove sandbags from mainlines

17 May 2020, 12:39 PM
#41
avatar of Darkpiatre

Posts: 282


so descriptions of veterancy levels are wrong?
https://imgur.com/a/Xzz5ubB


https://www.coh2.org/guides/29892/the-company-of-heroes-2-veterancy-guide is more accurate.
MMX
17 May 2020, 14:25 PM
#42
avatar of MMX

Posts: 999 | Subs: 1


so descriptions of veterancy levels are wrong?
https://imgur.com/a/Xzz5ubB


yup, tooltip is wrong in this case. btw, i'd recommend checking the editor if you want to be absolutely sure about a unit's stats - which you might want to be before going into an argument about stats with people who usually know their stuff.
17 May 2020, 16:57 PM
#43
avatar of SgtJonson

Posts: 143

It´s annoying that the tooltip is not accurate enough to point that out. Would it be so hard to adjust it the same time the change arrives? :(

I also think spios shouldn´t get even more workload. No matter the price.
17 May 2020, 17:15 PM
#44
avatar of thedarkarmadillo

Posts: 5279

It´s annoying that the tooltip is not accurate enough to point that out. Would it be so hard to adjust it the same time the change arrives? :(

I also think spios shouldn´t get even more workload. No matter the price.

I agree with this. Overworked specialists who can't be everywhere at once doing everything they need to does a piss poor job of representing the situation of late war Germany. Why should they struggle to fortify and take ground? How is that at all either a good game play design, a good game play mechanic (um prioritizing my time and units to best reflect my playstlye? No thank you) or the faction it represents?
17 May 2020, 18:10 PM
#45
avatar of distrofio

Posts: 2358

Many people here are arguing about "this unit cant win X" or "this unit need Y" but the issue related to mainline sandbags is mainly stalemates and ground holding strength.

Wether some people like to have a hard grasp on the map control or other people demand A-blob power. The game requires some back-forth movement of the forces between players, to break stalemates that are, unironically boring. Essencially crutches. Ass inf, LV, Mediums, rocket arty and so on.

Even when players are forced to keep up to their toes they know they will break the adversity of the match, otherwise they just give up.

Sandbags enbodies that core issue. Not to be removed, but to be reevaluated
17 May 2020, 19:43 PM
#46
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

What about just limiting them to friendly territory? Or making it so you can't build them and cap at same time, i think I read that suggestion somewhere in this thread or another

If removing them from a few squads is too drastic, limit their spammability
17 May 2020, 21:49 PM
#47
avatar of thedarkarmadillo

Posts: 5279

What about just limiting them to friendly territory? Or making it so you can't build them and cap at same time, i think I read that suggestion somewhere in this thread or another

If removing them from a few squads is too drastic, limit their spammability

I'd sooner just limiting it to engineers and cons and tommies (trenches) and ostroppen. Imo the identity fo core units had turned into simply "fights the whole match" instead of "useful the whole match" and always useful utility is just as important as combat (see ost pios). And I feel utility as a balancing feature and balancing trait underrated and under appreciated. I maintain we need an extra-relic metric to valuate the impact/cost effectiveness of combat/ utility rating of units. In an RPG any allocation of power counts regardless of combat points. That's something that has slipped by the way imo in coh.
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