The capping system of CoH2 is extremely gay?
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Now, you must force pushing your unit into the gay capping circle or risk losing the point. This is extremely stupid. And why the fuck MG can cap after deploying?
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The only thing I don't like about them is that they add more red/blue/white bright stuff to the playing area, which seems quite cluttered already. I could do with the circles being slightly less bright.
Posts: 2779
I actually like it
How about Soviet camping a vetted T-34 at the VP point at the last moment? or just swarming Cons at VP circle?
Posts: 419
In vcoh, if a crew weapon is not deployed, it has no combat performance. If you cap a point, you take the risk to be shot, if you deploy the weapon you cannot cap.
To avoid a mg spam in coh2 (secure and cap the point at the same time) such things are "balanced" by clown cars and Horraaah abilites, which makes the MG use questionable in the first place.
Defenitly not an "improvment".
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In my opinion.
Posts: 419
On the same note, why is the coh2 capping system better than coh1?
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How about Soviet camping a vetted T-34 at the VP point at the last moment? or just swarming Cons at VP circle?
Those are both fine. If the T-34 is capping, it can't fire its gun, and it's not like you could cap a point vs. a tank in CoH 1 either (it would just crush you). Conscripts swarming the VP at the end is cool.
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Plus it was stupid that you had to have one soldier lean against the point, it feels a lot more natural this way.
Posts: 642
In vCoH, you'd have to wrestle the points from them in a very linear manner. With this new system, you can actually, REALLY stall the enemy player by occupying the circle to delay their capping. It makes for some interesting micro options.
My ONLY concern is that currently, if you put a unit inside a building that touches the capping circle, it will cap while inside the building, which, given the buildings give relative immortality, is sort of skewed. It still makes for interesting strategies.
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Posts: 73
Ofc you like it because its easier to play.
On the same note, why is the coh2 capping system better than coh1?
Posts like "you like it because it is easier" are the most stupid comments in a discussion about game mechanics.
If something is "easier" is subjective.
Yes it is easier to cap a point, it also is easier to lose it again, because enemies can fire back while taking it.
In terms of mechanics, the "action" of capping in CoH was a boring thing that actual made it easier to defend your points, because capping units dont fight.
The new capping method is a much more fluent way of playing the game.
Posts: 419
... capping in CoH was a boring thing that actual made it easier to defend your points, because capping units dont fight.
How can a not fighting unit defend a point better?
Or you meant that a enemy unit capping your point has no defence against your protection? If so you misunderstood my point of view.
I meant its easier, because you have no thought process anymore, if you should take the risk and being defenseless while capping or set up the mg and wait for a second unit to cap.
In coh2 you have not that risk anymore. This releave will please more people.
Posts: 18
Being able to cap while in cover, capping so your units are near the next point you want to get, blocking capping units.
So many new tactical decision instead of just shift clicking on the minimap, ^^
Posts: 73
Did they remove the risk?
I just think they shifted the risk from the offensive side to the defensive one.
If you now take a point you have to make sure you have an eye on it, or else the enemy will place himself behind cover while capping and you will come from a disadvantageous position.
So i think the risk just shifted, but it is still there.
Additionally, it feels more natural.
Because, they actually seize ground by beeing there, which makes it feel a bit more realistic.
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