The capping system of CoH2 is extremely gay?
Posts: 107
The new capping system is one of the three things and best things in my opinion they got right. (along with the new viability of Infantry AT - the soviet AT nades being the exception that proves the rule - and the ability to flank over fences)
This system means it's much harder to defend and basically on it's own destroys the incentive to camp while at the same time making the opportunity cost of not always trying to attack extremely high, these two factors thus lead to more fluid, intelligent game where maneuver and decision making are king rather than whose has the most MG bunkers.
Posts: 172
I'll try to get some more games in when my exams are done so that I can legitimately comment on the issue.
Posts: 2807 | Subs: 6
Posts: 101
Capping system right now is okay, but the only gay thing is that paks and units in HT can cap
agree with this\
Posts: 642
I don't think capping inside a HT should be restricted. I think it promotes smart play and combined arms. They need to fix the clown car (as in, not make it spammable), but other than that I think promoting unit mixes is good.
Posts: 879
Otherwise all it does is speed up the capping, putting the focus back on the main fight. But it is a way the game got simplified a bit. The one subtle thing I miss from COH is that you could popcap your opponent, so it might be a strategic choice to cap the cut-off point on Ango while under fire. But in this game popcap is not linked to territory possession. I wish it was. Uber-tanks would stop rolling out when the game was already lost if territory was connected to popcap.
The new capping system is dumbed down actually, it makes good sense, but let's face it, it's removing a level of micro (fighting then capping) and noobs will never have to learn to NOT cap under fire now..so it's just another way they've made it more casual-player friendly.
Posts: 475
Posts: 2425
Permanently BannedRequires disproportionate allocation of forces from Ostheer to respond to its mobility, AP, reasonable AT (and Ram, to disable any responding armor).
M3 or M5 with infantry is adequate for mobilised capping.
Posts: 16697 | Subs: 12
Posts: 934
Leave the vet cap ability for the t70. At the moment I almost always go for a t34 over a t70 unless I need a vehicle out asap and can't wait for the fuel I need for a t34. At least this will give the t70 a more defined role of being like that defenisve m8 in CoH1.
Posts: 73
T34s capping vet ability is stupid.
Requires disproportionate allocation of forces from Ostheer to respond to its mobility, AP, reasonable AT (and Ram, to disable any responding armor).
M3 or M5 with infantry is adequate for mobilised capping.
Yeah, the T34 capping really is a thing that should go either doctrinal or removed, especially since the vet 1 is kinda easy achieved because it comes quite early on the field, before germans can really stop it from killing Infantry effectively.
Posts: 158
And yeah, T34 capping ability should be something you choose that prevent you from other doctrinal abilities, too much opness here
Posts: 16697 | Subs: 12
Posts: 16697 | Subs: 12
Even if i disagree with the first post, there is something wrong with the capping system : as you can cap without clicking DIRECTLY on the flag of the point ingame (just by clicking in the circle) the game should understand that as a capping action, not idle : if you shift other actions they'll stop capping the point cause they move as soon as you click your other shifted orders
This obviously has to be this way. If you want to shift-que, then shift-click the points themselves, not just some spot in the capping area.
I love the fact that there's a lazy way and a micro-intensive way that is more precise and more optimized. I've noticed that sometimes you can get the absolute best capping position (1 guy in the circle and the other members of the squad on their way to their next cap objective) only by using the halt command.
Posts: 934
Nice ideas Stephenn. T-34 ram being the vet ability is brilliant! Dunno if that's what you meant but I love that idea.
Hahaha I didn't mean that but I guess that could maybe work.
Only thing is it would feel very wierd if you have 2 t34's and you have to sacrifice the veteran t34 in a ram whilst the unvetted t34 lives on. I guess it adds more risk factor to engagements (something I think CoH2 actually lacks due to no mine usage) but it does feel like throwing vet away. The majoirty of t34 disabled by ram in my experience generally end up getting destroyed unless they are very close to the Soviet players base.
Posts: 16697 | Subs: 12
Posts: 934
I think thats part of the reason I like TrueSight so much. Had a funny encounter with that last night actually and its a great addition to CoH!
Posts: 642
The problem with that suggestion is still the fact that it is very hard to keep a T-34 alive long enough for panthers and other heavy armor to arrive, so maybe a slight increase in armor is needed.
Posts: 255
I much prefer T34's getting a speed boost vet ability like the m3
Posts: 642
i dont think vetted ram is a goods thing, you will be forced to ram your vetted tank which will then probably die.
I much prefer T34's getting a speed boost vet ability like the m3
That's the whole point: Ram becomes what it should be, a gamble. You won't use Ram against an Ostwind or a Stug. You'll use it against that Tiger or Panther, so that, even if you lose that vet tank, its sacrifice will allow you to still gain the advantage.
Think of it like Chess: You are sacrifing a Knight for a Queen.
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