- Buildings Capping a building requires no effort or strat, but rewards the player by providing a massive advantage. The main gameplay element in coh2 is to rush into an important, preferably stone building early game while your other units cap the whole map.
- Lack of counterplays OKW no counter to MGs/.55AP. Ost no counter to light vehicles. etc
- P2W Pay 4 dollars to smash the noobs and pros alike.
- USF This faction is single handedly breaking the gameplay, creating awful user experience for anyone trying to play 1v1. Free specialist units, hyper efficient, ultradurable light vehicles which arrive earlier than any others. Too much P2Win as well (the M5Quad/m1919 Doc). Baseline inf beating the crap out of elite counterparts. Cheapest AT which can be picked up by anyone.
- Flawed Design Sniper cheese against the WFA; No smoke for OKW; Cheap 30 muni abilities wiping out expensive units. Free specialist units rewarded for teching! No sandbags for OST. No light vehicles for OST.
- Arbitrary, unwarranted balance changes; So there is a massed rage on the balance forum on CoH2.org about a specific unit. Relic goes mad too and just randomly buffs a unit by %500, lol. Epic.
- Map design;2v2 maps used in 1v1 automatch. Laziness at its best.
Top 7 reasons as why this game won't be truly #EsportsReady
- This thread is locked
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222 is the single best anti-light vehicle light vehicle. It is also semi-dirt cheap and useful against snipers.
You can get a pak from the same building and grens get fausts. And the MG.
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I just wanted to ask for a more argumented version of the OP, if possible, with numbers to accredidate your claims as it looks like it is just a point of view of what you don't like in the game.
Look at Heartstone, full of flaws, randomness everywhere, #Esportready. Flaws may be perks.
Kozo.
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NERF! NERF! USF!
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Just boggles my mind.
- Buildings - Controlling key strategic points in a game based on map control? Madness! If only there was a hard counter like flamethrowers and mortars... Or you know doing the same thing and rushing for the building?
- OKW Counters - ISG... Stuka... Simple flank and flame grenade that causes Gunner death loop half the time?
-P2W - Yes... we'd all rather have Relic release 0 New Content or content that sucks and nobody will buy.
- USF Dominance - So why do Soviets and UKF have same 1vs1 win rate this week? I suggest you read your other thread about Tier 2 Ostheer changes where Light Vehicle counters were painfully explained in great detail.
- Flawed Design - Kubel and M20 say Hi. 222 Also says Hi. Every faction's 30 muni~ Grenade says hi. Including Rifle Grenade!
- AEC Rant - Buffing the Shell AoE from .5 to 2.5 is a 500% in AOE but doesn't translate into the unit performing 500% Better. The AEC is performing on par with Stuart, Luches, and T70 now (Yes, they should probably tweak the timing a little bit, that's it)
- Map Design - Let's cry a river because we have more maps to play 1 vs. 1. I demand moar unique 1vs.1 relic NAO!
PS - Dat click-baity thread title.
tl:dr God damn it I took the bait
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Free Medics
Free Repairers
Free Flak Cannon
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Some actual reasons:
1. There aren't enough competitive players. Because of that automatch doesn't offer a decent competitive training environment which leads to people not becoming better which in turn makes it impossible to aquire a decent competitive playerbase. There's also no one who wants to play custom matches people still prefer automatches over custom games for more effective training.
2. CoH2 has never been marketed as an Esport or even a multiplayer game. Most reviews I've read consider CoH2 a singleplayer game with the multiplayer as some sort of "arcadish" additional gimmick. The public perception of the CoH2 MP basically couldn't be further away from being an Esport.
etc etc
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Permanently BannedOf course, other games have crit-like situations too. In League of Legends there has been some discussion about removing the RNG of critical chance as it is unreliable and you can/can't truly rely on it to win a fight for you. IIRC there were ideas on how to make crit less RNG, but none of those ideas really caught on.
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I expected the RNG to be one of the reasons actually. Other big esports (strategy) games are more or less controlled; if you know what you are doing and that you can outdamage your opponent, you can win a game/fight/brawl. In COH2 this is more or less thrown out of the window: a KT can lose against an Allied tank if it gets (un)luckily engine critted and then gets kited to death. Of course this is realistic, one lucky shot can change the outcome of a whole battle, but it means that you have to keep in mind the big factor of RNG in every single engage you make.
Of course, other games have crit-like situations too. In League of Legends there has been some discussion about removing the RNG of critical chance as it is unreliable and you can/can't truly rely on it to win a fight for you. IIRC there were ideas on how to make crit less RNG, but none of those ideas really caught on.
I don't think RNG automatically make a game non-competitive, so long as the player has the tools to manage it. (Take poker for example.) TBF though, I'm not sure that CoH2 really does give the player enough tools. I think that it'd be much improved by offering more tells in general to the opposing player.
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And if you try to code it in, it will give you a whole set of errors; making it generally impossible unless you play it on a steam workshop mod.
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My main gripe really is that even after the lessons of COH 1, you STILL can't rebind your keys in game.
And if you try to code it in, it will give you a whole set of errors; making it generally impossible unless you play it on a steam workshop mod.
my $30 keyboard has 5 profiles with mappable hotkeys, never say never
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my $30 keyboard has 5 profiles with mappable hotkeys, never say never
but it's not mechanical
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