More similar working armies
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i like that each faction is pretty different and have perks and cons, are good in a particular area of combat but maybe not as efficient in another.IS IT TRUE??? It is.
If all armies would work similar that would suck dick
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Ostheer and Soviet... are just two different versions of the same army. Cons are Grens, Maxims are MG42s Stugs are SU76s, T34s are P4s and so on.
I don't mean to be disrespectful, but I think you need to take a more in depth look at unit statistics or see a few more in game scenarios if you consider these factions/units to be at all analogous to one another. This statement is also very counter to the point I presume you're trying to make. Unless that is, the WFA's should be more like the vanilla factions. in which case you should just come out and say it.
And in case this discussion does get expanded upon. I agree with Lemon. Strategically each faction has the capability to do the exact same things, only this will manifest itself through different, unique tactics. Each faction also adopt different postures and execute different strategies more effectively than others, not to say that they can or can't do specific things.
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i like that each faction is pretty different and have perks and cons, are good in a particular area of combat but maybe not as efficient in another.
Pro's of UKF?
Posts: 1891
Outside of a couple unit choices for some factions and a lack of upgrades faction design is in a good state.
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Pro's of UKF?
http://www.coh2.org/replay/47691/ukf-on-life-support
spammable mediums, strongest offmaps.
brits are probably the hardest faction to play in the early game, much like ostheer losing one model is a huge setback. but if you can manage your sections well, dont get caught out in the open, theyre pretty strong.
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........smoke and flank kappa
Posts: 552
http://www.coh2.org/replay/47691/ukf-on-life-support
spammable mediums, strongest offmaps.
brits are probably the hardest faction to play in the early game, much like ostheer losing one model is a huge setback. but if you can manage your sections well, dont get caught out in the open, theyre pretty strong.
You mean spammable medium, not plural, as I assume you're referring to the Cromwell. I can agree with the off maps, but coming from 20+ dollars of DLC, don't you think the faction should have more going for it then a spammable tank and some cheesy abilities?
As you said, It's already hard enough making to the late game to use all these abilities, without getting crushed by artillery and mines.
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Emplacements are not a good substitute.
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The reason Ost and Sov are so well structure is because they have the ability to have a counter for everything. I do not buy the fact this game would stop working if you added more units to it. MGs, sniper and indirect fire (Transportable in the UKF case) should be viable options for every faction. I am not saying the stats, timing and implementation need to be the same but some units are just mandatory for countering differing situations.
Also why can we not have more baseline infantry units options. Would it not be nice to have multiple unit types without going specific commanders for differing situations.
Take US, they have rifleman rifleman and rifleman. They screwed up the DPS increase to the RE with having the reinforce cost nearly the same as the rifles so they do not count. Add pathfinders or another unit to offer variety to changing circumstances. I cannot think of one viable reason why their isn't more unit variety to this game.
Posts: 2470
i like that each faction is pretty different and have perks and cons, are good in a particular area of combat but maybe not as efficient in another.
lets take this to an extreme (for the sake of a bad example) and have a faction that can't fight but also can't be targeted. they would be super asymmetric but not in a good way. it's the same thing with HMG/mortar/AT guns; they're such a core concept that not having (or having shitty versions) is a massive disadvantage as well a limit on play styles.
Posts: 1144 | Subs: 7
lets take this to an extreme (for the sake of a bad example) and have a faction that can't fight but also can't be targeted. they would be super asymmetric but not in a good way. it's the same thing with HMG/mortar/AT guns; they're such a core concept that not having (or having shitty versions) is a massive disadvantage as well a limit on play styles.
every faction has serviceable HMGs and AT guns (dont say the 50cal is shit, its not. dont say the USF at gun is shit, its cheaper than a pak and also has great veterancy). you can argue that the leig/pack howitzer are different than mortars, but theyre still most definitely indirect fire. the brits definitely get the short end of the stick with the mortar pit, but its still 2 mortars no matter how you look at it.
the only thing that some factions DONT have are snipers (even then there are pseudo snipers like pathfinders anad JLI) and UKF dont have rocket artillery or flamers.
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Posts: 168
I wish coh2 were as chess. No balance issues just cool skins.
But chess is a racist game that makes white move first before black!
Posts: 1144 | Subs: 7
You mean spammable medium, not plural, as I assume you're referring to the Cromwell. I can agree with the off maps, but coming from 20+ dollars of DLC, don't you think the faction should have more going for it then a spammable tank and some cheesy abilities?
As you said, It's already hard enough making to the late game to use all these abilities, without getting crushed by artillery and mines.
i never said its hard to get to the late game?
they do have more than that. i would say that fully upgraded infantry sections are the strongest infantry, and in the right hands are really powerful in the early game. their vickers has the highest lethality out of the HMGs. the PIAT is a decent counter to heavy tanks and OKW trucks. they have a lot of things going for them, they just dont have a lot of things that fit into the current meta.
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