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7 Oct 2013, 06:29 AM
#21
avatar of Nullist

Posts: 2425

Permanently Banned
jump backJump back to quoted post7 Oct 2013, 05:19 AMTivook
Whoever decided that; yeah, the more random the game is the better should be taken out back and taste the luger to the back of the head.


Hmmm...
Some people where saying the same thing about whoever decided to issue P2W DLC.
7 Oct 2013, 09:36 AM
#22
avatar of SgtBulldog

Posts: 688

Command Input Lag is the biggie on your list. The one that Relic should try to eliminate first.

I just hate how a perfectly good timed order to toss a nade or something like that, gets totally ignored by the game so the target can shoot me first and escape.
7 Oct 2013, 10:14 AM
#23
avatar of Le Wish
Patrion 14

Posts: 813 | Subs: 1

All good points here, I will add some too.

German infantry likes to go in the molotov, even if you dodge it the AI will jump right back in. That only happens if they were in green/yellow cover and you move them away.


This is the autocover system at work. It may seem like a good idea on paper, but usually ends up with you having less control over the units, and or making the units behave stupid.
7 Oct 2013, 15:39 PM
#24
avatar of KingAnj

Posts: 75



1+


+1, as well.

#1 being input delay. This input delay has costed me ALOT of games.

The reason I play COH2 is I feel it is slightly more balanced then COH1 (lawl brits vs Wermacht, kettengrad/Jeep-Pushing units off capping, and no 'fired up').

Plus, I do not know why Relic changed the DMG reduction on retreating squads from COH1 to COH2, it was perfect in COH1 and now it is almost non-exsistant in COH2. EVEN Dawn of War 2 had more dmg reduction on retreating and it made sense because melee dmg did 'more'!

It is funny, the more I Play COH2 the more i feel they did not use a single line of code from COH1; it's like the programmers who made COH2 started from Scratch and TRIED to implement everything from COH1. Thus forgetting and messing up alot of things that were GOOD about COH1.
7 Oct 2013, 15:44 PM
#25
avatar of Swat

Posts: 45

input lag e pathing are real big problems...
7 Oct 2013, 22:49 PM
#26
avatar of =][=mmortal

Posts: 215

jump backJump back to quoted post6 Oct 2013, 16:28 PMMadok

RE: molotovs and conscript rushes to buildings
That's not exactly a balance or design issue - its rather an expierence issue.
As you said: Its counterable if you know what you are doing.

....

With CoH2 an early game lead (especially annoying if the RNG god has been unkind or your units die because of pathing/input lag) easily transitions into a significant mid/lategame advantage that a solid player will use to win the game.


As you identify in your post early game success can rapidly transform into a win. Saying you can avoid cons spamming buildings is easy enough, until you miscalculate on one early engagement and find yourself cutoff from high value points, or your overall cutoff, and at a distinct disadvantage.

The imbalance in my mind comes in from the calculation that a soviet player knows he will always make more use of a building than a german, and by jumping into a building especially t0, he is pretty safe. A german in a building requires constant attention.

Yes counters such as mortars/flamers exist but they are specialist units that dont provide the general utility that molotovs give the most numerous unit in the game - conscripts. Its to the point that almost every game I play I have to preemptively counter building rushes which puts the burden of skill primarily on the ostheer player.

One mistake and you are punished far more than a soviet player in this case...
8 Oct 2013, 12:37 PM
#27
avatar of BabaRoga

Posts: 829



This is the autocover system at work. It may seem like a good idea on paper, but usually ends up with you having less control over the units, and or making the units behave stupid.



You mean:



and conscripts trying to flush unit from cover:

8 Oct 2013, 13:36 PM
#28
avatar of Nullist

Posts: 2425

Permanently Banned
guy on the right in that lower one is a fking hero.

look at the other two pansies who just stand back, shocked, with their hands on their cheeks and watching the guy burn...
8 Oct 2013, 13:47 PM
#29
avatar of BabaRoga

Posts: 829

He even continues 'dancing' after
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