Company of Artillery
Posts: 14
Nerf artillery into the dirt again, mortars for both sides, field guns, rockets, all of it, it takes away so much from the whole core aspect of micromanagement and cover.
And the best, most incredible thing that Relic has added yet is the British emplacement commander ability to have their artillery counter any indirect fire...for free. Try to counter a bofors with a mortar? Fucking think again guy. Were they smoking crack when they thought of this ability...no really what ever you were smoking when you thought this would be a good idea, I want it. Maybe then I could bare sitting 15 min in que to put up with how fucked they made this game.
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You also need arty to spam maxim spam.
Poor Ostheer. Always suffers the most becasue of other factions bad design
Posts: 14
How much i love when both okw players build 2 stukas in 2v2.
That's what I'm saying, its not just allies, the brit artillery is the worst but both sides, its just gotten out of hand.
Posts: 14
http://steamcharts.com/search/?q=company+of+heroes+2
There are as many people playing age of empires 2 (1999) as there are playing this pile of shit. That's even after the recent sale where it was like a few dollars.
Posts: 2561
If you look at steamcharts, its the lowest it has ever been, average of 5000 people. It went down 25% when they added the new brit commanders. To give you perspective:Did you even look at what you posted. It dropped 25% right after it rose 35%.
http://steamcharts.com/search/?q=company+of+heroes+2
There are as many people playing age of empires 2 (1999) as there are playing this pile of shit. That's even after the recent sale where it was like a few dollars.
And in case you didn't know. That was because of the free weekend. So of course it's going to drop.
And it looks like the game is in fact gaining more players then it's losing and is currently peaking at 10,00. Pretty decent for a 3 year old game. Those charts are actually showing the game is doing pretty well. For comparison it was at 7500 last summer.
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Poor Ostheer. Always suffers the most becasue of other factions bad design
#Nerfeverythingelse
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However, the bigger culprit here is map design which doesn't take into account the effects of:
- Territory lockdown from emplacements (Brit emplacements, OKW FlakHQ)
- Forward retreat points
That's not necessarily the map designers' fault, as many of these maps predate WFA. It's more of a question of why such maps are still in the map pool to begin with.
Thus, maps that would already be considered to be bottleneck heavy are completely annihilated by these two mechanics, and aggressive play becomes unattractive. In the end, the army with the better artillery will win.
Mortars and Stuff
One idea would be to at least nerf auto-attack stats. The idea is to force a user that makes heavy use of mortars to actually have to invest some micro into them as well (just like the opposition has to invest in some heavy dancing to negate their effect).
One idea I had was to reduce the AoE on autoattacks:
https://www.coh2.org/topic/49543/mortars-howies-nerf-autoattack-maybe-buff-barrage
However, I recently saw a better idea, which is reducing the range of autoattacks:
<snip>
Mortar Pit:
- Mortar Pit Auto-fire range reduced from 115 to 80
- Mortar Pit cost reduced from 400mp to 350mp
- The 2nd mortar weapon used for the barrage now has the same kill radius as the other mortars (bugfix)
The auto-fire change means that you must actually use micro to use the Mortar Pit to its fullest and the cost reduction helps offset the new micro requirement.
<snip>
(the quoted post was in an emplacements-themed thread, thus there was no mention at all of other artillery pieces. I'm sure we can come up with similar ideas about mobile artillery though).
Rocket Artillery
Without arty, how am I going to break a PAK wall?
This is a big issue. However, I don't think you need something stronger than 1 (maybe 2) Katyushas to really break a pak wall. If other artillery needs to remain stronger than the Katyusha (for whatever reason) their cost, and particularly their popcap cost needs to be nerfed to reflect that (e.g., 18-20 popcap).
To give you an example of what true Artifest Hell looks like:
LOL YOU'VE CLEARLY NEVER WITNESSED COH1
(Truer words have never been spoken)
The Walking stuka only takes up 4 Popcap in CoH1. Factor in some long stalemate matches, and try to picture what the current meta revolves around.
For every single thing that CoH2 seems to be doing wrong (e.g., sniper meta, call-in meta, pak-walling, artillery), CoH2 is literally lightyears ahead from its predecessor in terms of game design. Kudos to the designers/balance team for that.
Posts: 16
Lets be real here, the game doesn't scale well as we move up to 4v4 and the issues with arty only multiply so the above is really the only way to minimize the error or screw up that is clearly present.
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Too much arty you say? Have you tried Advanced Emplacements? It reduces the amount of arty by half
I think there should be a limitation of artillery units per player. Like 2 rocket artillery units (katty, stuka, mattress, calliOP, werfer) of the same kind, similar to heavies limitations.
Static Howitzer can remain as is, they are easily countered by offmaps.
Posts: 955
I think there should be a limitation of artillery units per player. Like 2 rocket artillery units (katty, stuka, mattress, calliOP, werfer) of the same kind, similar to heavies limitations.
Static Howitzer can remain as is, they are easily countered by offmaps.
Yeah, that would be good solution.
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