What the PRO's think of COH2
Posts: 13
People like DevM, Aimstrong, Sepha, Symbiosis, Tommy, FatalSaint, StephenJF, Rogers, Marcus, Ami, HelpingHans, Siberian, Barton, DanielD, Twister, OMGPOP and all the others which ive missed to mention, whats your opinion on the game so far?
What needs to be fixed, changed or balanced in order to improve the game overall?!
Posts: 2807 | Subs: 6
Posts: 23
As barton said, the game have a big potential and it'll a great but in the next weeks
Posts: 248
Posts: 23
I already seen tons of good idea about balancing and with all feed-back from the community than relic have, they could easily balance it, and they'll do it but after some $$$
I understand ppl are disapointed by that but I played 7 years on COh 1 alter it get balanced and it was awesome! This time will come for coh2 too but for now just play for fun
Wait & see
Posts: 173
Posts: 240
Posts: 332 | Subs: 1
The problem isn't the balance. At least not for me.
Same. Balance will sooner or later be fine. The problem is that the game has problem in its core. Apart from the fact that all these commanders are horrible for the game, it just feels off.
Things like the fact that units react much slower than in CoH1, the UI that still seems to be bad, the colours that are used on the maps (too much contrast and other stuff that I can't really explain, it's just much harder to notice important things compared to CoH1 and just in general too much confusion on the map). On the other hand a lot of things got casualized (vehicle reverse, usage of buildings, etc.), or changed without any sense (units coming from off-map instead of from the buildings itself, commanders only having 1 instead of 2 trees). On top of that they added a lot of abilities for all the units, which I personally absolutley dislike (why do we need all these things that were hated in CoH1 already - button for example - in CoH2?).
A lot of these changes make this game very stale. Basically the player that gets a number advantage somewhere on the map wins the skirmish. You don't see action-packed early games anymore, big flanks and stuff, simply because it is much more efficient to try to outnumber your opponent somewhere on the map, cap that part, and move on to another part.
I can't even really tell why I am so dissappointed, it just feels much worse than CoH1.
And yeah, I know I am comparing everything to CoH1.. but considering CoH1 was one of the best, if not the best (strategy) game out there, I don't see why I would not compare these two games. On top of that Starcraft showed that you can create a great follow-up without changing too much (of the core mechanics) as well.
Posts: 531
Company™ of™ Heroes™ 2™ published by SEGA™ and made by RELIC™ is a "good game™"
Posts: 783 | Subs: 3
Compared to vCoH, units don't respond as well, pathing with both vehicles and infantry is a serious issue. Twister pointed out to me the other day that in vCoH, the squad caught up to the fastest man in front. In CoH2, the squad waits for the slowest man to catch up; this makes infantry respond much worse. This plus the input lag makes for a frustrating experience microing.
There is too much visual clutter. It's sometimes hard to tell what is going on in a battle because the ground textures and the unit textures are too complex.
Balance is not something I'm concerned about because it takes a long time for the meta game to be worked out, and the devs are doing a good job listening, whatever you may think of the current state of DLC commanders.
I'd like tank traps to be non doctrinal, and for germans to have the option to lay an anti personnel mine that doesn't reveal itself with a polite sign.
I like most of the unit mechanics in CoH 2 more however. Snipers are more fun, artillery is more consistent instead of wiping a squad or missing completely, and true sight is an excellent addition.
Posts: 881
I've only made about 30 bucks off this game so I'm not quite pro yet, but:
Compared to vCoH, units don't respond as well, pathing with both vehicles and infantry is a serious issue. Twister pointed out to me the other day that in vCoH, the squad caught up to the fastest man in front. In CoH2, the squad waits for the slowest man to catch up; this makes infantry respond much worse. This plus the input lag makes for a frustrating experience microing.
There is too much visual clutter. It's sometimes hard to tell what is going on in a battle because the ground textures and the unit textures are too complex.
Balance is not something I'm concerned about because it takes a long time for the meta game to be worked out, and the devs are doing a good job listening, whatever you may think of the current state of DLC commanders.
I'd like tank traps to be non doctrinal, and for germans to have the option to lay an anti personnel mine that doesn't reveal itself with a polite sign.
I like most of the unit mechanics in CoH 2 more however. Snipers are more fun, artillery is more consistent instead of wiping a squad or missing completely, and true sight is an excellent addition.
I'm not a pro, but I love the CoH franchise and play in as many tournaments that I can.
I'll simply echo this, and add that CoH2 has too few teching options. If you got fuel, you got vehicles. There's no option to spend manpower or fuel to improve your existing army, only add to it.
Edit: And the mines. They make no sense and are too random. They either silently wipe a squad or you don't notice them; they don't even suppress, the other squad members just happily walks away unharmed.
Posts: 81
Permanently BannedI'm a pro of coh 2 DatSheffy.
It's not because you think you are pro, so You are a PRO ...
Need maybe a clear definition for everybody i think or something like this, but this concept is more than a individual opinion ..
Posts: 409 | Subs: 17
Posts: 971
Cover is not important anymore, and small arms damage is very low.
German mines suck and True Sight,though interesting from a strategic point of view, creates a lot of odd behaviour in vehicles targeting units.
I have lost games just because my tank didn't want to shot a Panther hidden behind a peeble.
Posts: 2487 | Subs: 21
Posts: 1944 | Subs: 2
-Blizzards
-Commander system
-True sight inconsistent
-Input lag
-RNG more important
-Infantry shoot rubber bullets (hopefully that will change)
-Generic resource system
-AT nade + faust functionality
-buildings
-every game vehicle rush
-silly super units (Elephant, Tiger Ace, ISU152)
-lack of splash damage
Posts: 644
Balance/bugs is irrelevant to me but a lot of the design is just wrong imo and will not be easily changed.
Unfortunately yes.
Posts: 23
Cover is not important anymore.
This is fully not true!! Difference is huge between a cover squad and not being
Posts: 419
This deep snow can be a nice tool for creating new maps in world builder by using it as removal obstacle similar to hedges, trees and other stuff.
If its placed at flanks to a important map object, such as VP or high ressource point, you have the choice to either go for full frontal attack and loose alot of units or use artillery to remove the deep snow for flanking.
Blizzards should readd removed deep snow. Maybe decrease line of sight and weaken the combat performance of infantry (taking more damage, creating less damage because of cold), but never kill infantry.
Environmental mechanics such as water, cover or streets just change modifiers for the guns by gaining or loosing an advantage, but never kill something.
Thats what the players weapons are for.
Posts: 971
This is fully not true!! Difference is huge between a cover squad and not being
Not the way it was in vCoH.
Cover makes much less impact in early battles, and usually being in cover only makes you much more vulnerable to nades/riflenades/molos and mortars.
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