Team games gameplay in worst state since launch
Posts: 1122
Infantry and support weapons play, aggressive play in general is killed by isgs/pack howies. Those stupid things suppress/squad wipe with perfect accuracy half way across map. Attacking is impossible in case of OKW thanks to flakHQ, which also impossible to kill with AT guns thanks to ability of isgs to kill those guns in 2 shots.
Harassment is killed by op lol squad wipe mines (yeah, shocking truth, sometimes sweepers needed in main army) and by quad and centaur, later followed by croc and kv8, which wipe squads on retreat like no tomorrow.
Speaking of those stupidly over buffed flame tanks, once enemy got them, axis infantry and support weapons cease to exist. It impossible to keep them alive against those beasts.
Any variations in commander choices is killed by op stuff and urgent need to counter it. I can list all viable and situationally viable commanders for each faction, but you all know which one commander use ami and which one commander use soviets to win serious games. OKW have literally one(!!!) viable build in even games.
So what remain of CoH gameplay? Every game is campfest, because it impossible to do any damage to isgs/pack howies, until map is very big like Vaux. Attacking and harassing is too risky, better to play greedy and just camp one side of the map and turtle from there while dumping all spare mp into caches and indirect fire, which requires so much skill to use. Then all comes down to gathering overwhelming tank force combined of churchills, kv8s, croc, e8s, is2 backed by tds for allies and surviving until elefant/jagdtiger arrival for axis.
So. Much. Fun.
Now you can say some of those things was there forever, but even if they were before, they never were so prevalent and never stacked together.
Relic, pls, do something about it. Game in disastrous state. Its not even a game anymore. Its a campfest and artyparty and same boring stuff every time again without exceptions.
Posts: 453
Posts: 474
1. Go captain, always.
2. Stuart or Pack Howies.
3. More Pack Howies.
4. Did I mention to get star pitcher bulletins (3 of em preferrably) in case you want more range for dem Pack Howies?
5. Now that your Pack Howies can win the game by themselves, just spend everything on fuel/muni caches.
6. Get dem Jacksons since Pack Howies instacounter every infantry unit on the game.
7. In case of failure; you didn't make enough Pack Howies. Or you got countered by pro play leig mass.
Posts: 5
These things are ruining the game. The ISG and pack howitzer didn't need changes, and if you think they did, I don't see how you can defend how they currently are. Why would you build a mortar if it's going to get outranged and annihilated by these things. You have an mg? You have around 10 seconds before half the squad or all of them are dead from a ludicrous distance.
Fix this shit. Instant death no thought weapons like the isg, pack howitzer and crazy flame vehicles you can never kill/the centaur auto kill cannon don't belong in a game about strategic tactics. You can't do tactics if you're dead instantly.
Posts: 16
Please for the love of god fix this relic, game was so fun before you made these changes.
Posts: 474
I am not kidding, this meta is worse than any other meta I have encountered in all the patches of COH 2 I've been through. This shit is hotfix worthy. But I guess we will have to wait 5 months when the game goes limp again because the players don't want to participate in a campfest-attack-move-arty-blob match after match.
Posts: 1802 | Subs: 1
On top of them all, stupid bug are back. I've lost 3 games so far only because my mines didn't do any damage, all of which triggered by a Centaur.
I've been playing axis after patch mostly (faster too find a game), but I know that Axis also have their won cheese (some of them mentioned by SpaceHamster.
Posts: 66
Posts: 1283 | Subs: 4
I totally agree; however, I'll go a step further and contend that these are endemic issues plaguing all levels and each game mode. It really is sad to see the outmoding of each and every gameplay mechanic and tactical variation in favour of this hideous stew of auto-attacking filth.
Posts: 1604 | Subs: 3
Posts: 139
You absolute spot on about the game right now. You either get one of 2 things happening:
1) LIEG spam is so effective in the early game that the enemy team is pushed off the map.
2) The game manages to limp on to the end stage where Brits win due to hilarious call in synergy (typhoons, air supremecy, and artillery cover) and amazing heavy armor (Croco).
Either way its a fucking support gun winning the game or endless chain call ins that fuck everything with a crocodile eating you alive. That's the game north of 2 v 2. Oh and for #2 to happen you still have to wade through a blood pressure raising early and mid game against like 5-8 LIEG's on every goddamn map.
Posts: 1802 | Subs: 1
It feels like right now you need to outcheese your opponents to win, legit micro, flank & tactical play doesn't matter that much anymore.
Truer words have never been said, ever.
Posts: 219
It feels like right now you need to outcheese your opponents to win, legit micro, flank & tactical play doesn't matter that much anymore.
It's always been like that.
Posts: 1891
Posts: 28
So if the infantry support guns had to be nerfed how would you guys do it?
I think removing the suppression from both the LIEG and the Pack Howitzer and increasing their cost back to the old 400+ numbers would go a long way in cutting down on the problems. As I recall the suppression was added as an anti-blob mechanic, but all it does is pin single squads so that engagements are instantly lost when a support shell lands nearby. Increased costs would make it harder to build early and harder to double up on the way so many people have been doing.
I'm sure you could also tweak the reload and accuracy, but to what degree that has to be done I wouldn't know.
Posts: 747 | Subs: 2
I think removing the suppression from both the LIEG and the Pack Howitzer and increasing their cost back to the old 400+ numbers would go a long way in cutting down on the problems. As I recall the suppression was added as an anti-blob mechanic, but all it does is pin single squads so that engagements are instantly lost when a support shell lands nearby. Increased costs would make it harder to build early and harder to double up on the way so many people have been doing.
I'm sure you could also tweak the reload and accuracy, but do what degree that has to be done I wouldn't know.
It's the accuracy ninja buff. In order to suppress blobs, accuracy is least needed. Instead, now, it pins single squads with 1 shot at max. distance most of the times.
Posts: 26
Posts: 245
Posts: 8154 | Subs: 2
It's always been like that.
But you have different styles of cheese. I'll rather have people cheesing me with combat units rather than pure indirect fire.
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