I give up on this game
Posts: 22
Bunker mgs that cost nothing
Best tanks in the game
Best scaling starting infantry
Artillery
Smoke to cover every single vehicle misplay
I quit, I'm done, I'll just wait for Iron Harvest. What an absolute trashcan this game has become. Absolute disgrace compared to THQ's amazing game COH.
AAA publishers destroy everything they touch.
Posts: 4183 | Subs: 4
Posts: 172
Permanently BannedThe game has been german bias more or less since the start and if u dare to say that u get banned from steam forums (got like 5 banned accs lol).
Not to forget how the campaign portraits soviets and the germans as the good guys.
But yeah ,balance wise it has been a thing always but it has gotten bad lately I guess, considering ukf and USF are trash and u can now only really play 1 allied faction while both axis factions are arguably the best and top tier with no real flaws.
Maybe its due to Sega now owning the IP and its Japanese.
Posts: 60
That it has.
The game has been german bias more or less since the start and if u dare to say that u get banned from steam forums (got like 5 banned accs lol).
Not to forget how the campaign portraits soviets and the germans as the good guys.
But yeah ,balance wise it has been a thing always but it has gotten bad lately I guess, considering ukf and USF are trash and u can now only really play 1 allied faction while both axis factions are arguably the best and top tier with no real flaws.
Maybe its due to Sega now owning the IP and its Japanese.
(lol)
Posts: 1044 | Subs: 1
Posts: 220
Whilst most CoH2 players would just say "learn to play" I don't want to do that. I actually value the playerbase we have.
Axis are not OP, they are probably easy mode in low level play, especially OKW, but not OP. Many nights have I played with friends and started playing as allies and had hard fought games tooth and nail to the end, sometimes we win, sometimes we lose. We then change to axis and cream everyone and win 4 or 5 in a row. It doesn't make them OP though, they're just less effort to play. It's just the A-balance of the faction. It's also why I prefer to play allies because I find winning more satisfying. (and who doesn't love slugging a tiger with a tank destroyer cannon and turning it inside out.)
Unfortunately this will always be the case. Yep, Axis get the best tanks, the biggest baddest tank destroyers, most powerful infantry (sort of, they're infantry are just specialised so better at what they do) and awesome support powers etc etc etc. Which at a first look seems like they're just blatantly OP. But they're not, whilst I don't mean to belittle axis strategy at all, the way the axis faction is balanced, if everyone just attack-moved all their units onto the same spot, axis would win. And what do less experienced players do? Run their men at the point and expect results, if you do that, even if both the allied player and the axis player do that, the axis player will win every time because their units are better at that.
The issue lies in that a decent allied player can play to the allies' strengths a lot better than a less experienced one because the strength of the allies doesn't lie so much with the units themselves. Meanwhile most people can work out that if they point a panther at something it'll probably kill it and if they point enough panthers that direction they'll probably win.
Axis aren't OP at all, they're just idiot proof.
The thing is, you have to balance a competitive game for the top tier players in order for a competitive scene to work. At top tier, the factions are pretty even right now (apart from UKF) it's only as you creep down the skill levels that axis become more powerful. You cannot balance a game to suit low skill levels otherwise as you get better other things become obviously OP as better players know how to use what you give them, which makes competitive play impossible.
P.S.- Axis are more powerful in 3v3s and 4v4s because of this fact, Allies are more powerful in 1v1s. The game is most balanced for the 2v2 meta.
P.P.S.- There are OP things in both sides but if I were to name some for axis they wouldn't be what you stated. Probably only the bunkers, solely because they don't use pop cap (but USF can do that too) and too many panzerfausts. Also I hate Volksgrenadier STG44s but I don't think they're OP, they just piss me off XD
Posts: 172
Permanently Banned*sigh* I'll take the bait.
Whilst most CoH2 players would just say "learn to play" I don't want to do that. I actually value the playerbase we have.
Axis are not OP, they are probably easy mode in low level play, especially OKW, but not OP. Many nights have I played with friends and started playing as allies and had hard fought games tooth and nail to the end, sometimes we win, sometimes we lose. We then change to axis and cream everyone and win 4 or 5 in a row. It doesn't make them OP though, they're just less effort to play. It's just the A-balance of the faction. It's also why I prefer to play allies because I find winning more satisfying. (and who doesn't love slugging a tiger with a tank destroyer cannon and turning it inside out.)
Unfortunately this will always be the case. Yep, Axis get the best tanks, the biggest baddest tank destroyers, most powerful infantry (sort of, they're infantry are just specialised so better at what they do) and awesome support powers etc etc etc. Which at a first look seems like they're just blatantly OP. But they're not, whilst I don't mean to belittle axis strategy at all, the way the axis faction is balanced, if everyone just attack-moved all their units onto the same spot, axis would win. And what do less experienced players do? Run their men at the point and expect results, if you do that, even if both the allied player and the axis player do that, the axis player will win every time because their units are better at that.
The issue lies in that a decent allied player can play to the allies' strengths a lot better than a less experienced one because the strength of the allies doesn't lie so much with the units themselves. Meanwhile most people can work out that if they point a panther at something it'll probably kill it and if they point enough panthers that direction they'll probably win.
Axis aren't OP at all, they're just idiot proof.
The thing is, you have to balance a competitive game for the top tier players in order for a competitive scene to work. At top tier, the factions are pretty even right now (apart from UKF) it's only as you creep down the skill levels that axis become more powerful. You cannot balance a game to suit low skill levels otherwise as you get better other things become obviously OP as better players know how to use what you give them, which makes competitive play impossible.
P.S.- Axis are more powerful in 3v3s and 4v4s because of this fact, Allies are more powerful in 1v1s. The game is most balanced for the 2v2 meta.
P.P.S.- There are OP things in both sides but if I were to name some for axis they wouldn't be what you stated. Probably only the bunkers, solely because they don't use pop cap (but USF can do that too) and too many panzerfausts. Also I hate Volksgrenadier STG44s but I don't think they're OP, they just piss me off XD
"Axis are more powerful in 3v3s and 4v4s because of this fact, Allies are more powerful in 1v1s. "
meanwhile winrates of axis vs allied in gcs
low effort bait
Posts: 220
*In matchmaking* axis are more powerful in 3v3s and 4v4s etc. I was not talking about tournament level with that, although I was before, sorry for the miss communication.
Sorry, I kept jumping around as to what I was referring to.
Posts: 1044 | Subs: 1
*sigh* I'll take the bait.
At top tier, the factions are pretty even right now (apart from UKF) it's only as you creep down the skill levels that axis become more powerful.
I actually agree with everything here really, except USF has around the same win rate in GCS2 as UKF. So both factions appear a little problematic. I'm not really sure what makes USF so bad (Havent played them in a while), probably has something to do with the nonlinear teching being so bad for USF.
Okw, Ost, and Soviets play well into each other and we see that in GCS2, all the factions have around a 50-60% win rate. For Ost and OKW these numbers get a little bump b/c of USF and UKFs 30% winrate but thats a USF and UKF issue NOT a Axis issue.
Posts: 220
Whenever I play with friends, our USF player normally ends up sidelined using priests, howitzers and jacksons whilst me and our soviet ally brawl for the points with commandos and guards/penals as his infantry often end up getting shredded. Both the other allied factions are a bit better equipped to deal with this late game. Even though commandos bleed hard, they bleed the enemy harder and have much better survivability, especially at vet 3, with sniper camo and smoke retreat. And guards/penals... I mean... guards and penals nuff said. Hit the Dirt and sticky satchels are probably the best abilities in the game. XD
Posts: 1044 | Subs: 1
I think right now USF possibly struggle with the meta, I don't think it's a unit issue as such as every USF unit performs well. I don't know what's going on in GCS but previously USF strategy has basically revolved around brawling really hard and making the enemy trade out worse than you with your awesome infantry but current meta has such a massive focus on indirect fire which means the enemy can bleed you for free which USF have a tendency to curl up and die in response to. OKW can suffer from this as well but they're a bit better equipped to deal with it due to their stupidly cheap infantry and usual tank superiority.
Whenever I play with friends, our USF player normally ends up sidelined using priests, howitzers and jacksons whilst me and our soviet ally brawl for the points with commandos and guards/penals as his infantry often end up getting shredded. Both the other allied factions are a bit better equipped to deal with this late game. Even though commandos bleed hard, they bleed the enemy harder and have much better survivability, especially at vet 3, with sniper camo and smoke retreat. And guards/penals... I mean... guards and penals nuff said. Hit the Dirt and sticky satchels are probably the best abilities in the game. XD
Maybe its that in 1v1 USF doesn't have a teammate to provide support and cover up the flaws with USF. Cuz I agree if you look at individual units of USF they all appear strong. Best AI medium, arguably best scaling mid to late game infantry, best td, solid mg, good indirect options decent commander options for elite infantry/doctrine call ins. I find in team games USF does pretty decently as it transitions into its mid to late game power faster. Maybe its an issue with USF designed to brawl out and win trades yet Grens and Volks outtrade early-mid into powerful axis LV play which bleeds a ton of mp/ USF early game is super punishing if you make mistakes.
If someone who knows why USF is preforming so poorly in 1v1 could explain it that would be nice.
Posts: 10665 | Subs: 9
Posts: 4183 | Subs: 4
Maybe its that in 1v1 USF doesn't have a teammate to provide support and cover up the flaws with USF. Cuz I agree if you look at individual units of USF they all appear strong. Best AI medium, arguably best scaling mid to late game infantry, best td, solid mg, good indirect options decent commander options for elite infantry/doctrine call ins. I find in team games USF does pretty decently as it transitions into its mid to late game power faster. Maybe its an issue with USF designed to brawl out and win trades yet Grens and Volks outtrade early-mid into powerful axis LV play which bleeds a ton of mp/ USF early game is super punishing if you make mistakes.
If someone who knows why USF is preforming so poorly in 1v1 could explain it that would be nice.
It's the tech structure, and that's it. If you gave USF their HMG, AT gun, and pak howi all in t0, they'd only be really lacking a flamer. Their tech structure is just so bad though they get ham stringed by either kiting lights of the luchs or flamer HT, or can't hold off the mass volks spam because they went CPT. And relying on zooks alone for AT is a big no no.
Posts: 3053
And it’s not like allies don’t have great artillery and infantry too.
It's the tech structure, and that's it. If you gave USF their HMG, AT gun, and pak howi all in t0, they'd only be really lacking a flamer. Their tech structure is just so bad though they get ham stringed by either kiting lights of the luchs or flamer HT, or can't hold off the mass volks spam because they went CPT. And relying on zooks alone for AT is a big no no.
+1
That’s why I almost always use recon support.
Posts: 1044 | Subs: 1
It's the tech structure, and that's it. If you gave USF their HMG, AT gun, and pak howi all in t0, they'd only be really lacking a flamer. Their tech structure is just so bad though they get ham stringed by either kiting lights of the luchs or flamer HT, or can't hold off the mass volks spam because they went CPT. And relying on zooks alone for AT is a big no no.
What would be the best way to fix the tech issues with USF? Move units around? Because atm USF has two suppression platforms, and the anti infantry free squad in lt while having the LV counters all in the other. Maybe switch Stuart with the Halftrack and fix the resource cost so they still have similar timings? Or move the at gun to t0? I’m not really sure how to fix it since I usually just end up going airborne/recon every game to make up for it?
I feel like if any of these changes went though then USF will feel better. I agree when You said LT allows for LVs to rekt you and Capt allows infantry play to bleed you out mid game.
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