Same here, I don't know why but the soviets just feel like the peoples faction. I your face aggression and a strong emphasis on combined arms |
Coh2 has a slight edge but coh1 surprisingly is ahead on many aspects.
Coh2
Good
1. True sight. This alone makes coh2 superior. A major step into the future.
2. Climbing over obstacles. Coh1 desperately needed this option. Just hate being denied area because of a picket fence.
3. Removed jeep/bike pushing. Well that was until okw faction was released...
4. Sniper spam is gone.
Bad
1. The commander system is absolute trash. P2w commanders ruined all the other commanders.
2. Factions are a complete mess.
3. Poor frame rate unless you have a super computer.
4. Movable hq's and alternate retreat systems. Just a terrible concept for coh 1 or 2.
5. Too many units and abilities . Balance is a nightmare.
Coh2 could have been a huge success but unfortunately the franchise was in control of some very unscrupulous management. In one aspect the game engine and the universe had evolved and had taken a huge leap forward. On the other had some greedy and unqualified people took the whole franchise toward the gutter with dlc and p2w commander system. Did I mention how The digital collectors, the most loyal fan base was completely ripped off.
The franchise is in a weird spot right now. Coh2 is trying to rebuild and do damage control after the abysmal launch with the money scams. The devs are trying to move in a better direction but the damage is already done. The game feels like a child with divorced patents. Coh2 has two different philosophies trying to raise the game in two different directions.
So play the game, have some fun for what it is or what it could have been. Just do not pay relic any money towards the p2w garbage. Buy the core game and do not support paying for commanders.
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I commend ciez on taking the controversial side of relic. Although it felt as though he is a little too cozy with the devs to objectively be taken seriously. I have to admit seeing relic go down the same terrible path again really sucks. Movable hq and alternate retreat mechanics completely broke coh1 and trying to ram a bad concept down our throats for a second time is just insane. It's like the same incompetent asshole that made the Brits some how made the dev team again?....
Alternate retreat is a nice option to have but it breaks the game. The scale of the maps are just too small for it to work. Vehicles that crush cover at the start of the match also break map balance and design. Cover is too important at the early game to have it taken away so easily. Tier zero infantry also broke the game just like the Brits, pe and soviets did too. P2w commanders had taken away much of relics credibility too.
I think wfa has broken the game and now it is a shit show just like when the Brits and pe came into vcoh. Relic could have made 4 factions with the same core teching designs and then used commanders to deviate tactical options. With out a stable core design you cannot grow the game in a healthy way. It is a mess and they sold out to the call duty attention span demographic. Short reinforce points means people with short attention spans will enjoy the game more. However it was not like the original reinforce time were that long in the first place there was no need to shorten them.
Relic did not listen to anybody. The shit design concept they refuse to throw away from OF is proof. The crap concept was the brainchild of somebody they cannot get rid of from the company. Most like somebody higher up who is protecting his job by trying to make it seem as though the idea works when it does not. Not a good sign of things too come. |
Unfortunately what you guys are experiencing is the same thing that happened when the panzer elite and bits came to coh 1. Tier zero combat units break the game core design. Coh is best played with weak tier zero engineers.
You have a choice to rush weak engineers or build a barracks at the start and use scouts or combat units. It all comes down to game pace. Tier zero combat units rush the pace way too quick and makes balance a nightmare for factions who do not have tier zero combat units.
Anytime you can spam mid game infantry from the very start of the match it just breaks the game. There needs to be slow progression at the start of the match kinda like when two boxers jab at each other and get a feel for the fight. Tier zero combat units is more like somebody throwing haymakers wildly. Sure you can throw back just as wildly if you also have tier zero combat units but if you don't you can weather the storm and wait until they gass out and give up.
The game is much better when designed for a weak tier zero engineer, building, scout/skirmish phase then mid game with light vehicles into armor. The call of duty tier zero starts do not fit well. |
Movable hq's was and is a terrible concept for the coh world. Think about all the effort and time that is put into map design and balance. Every object, every fence and every peice of crushable cover is pointless when you can just take your truck and crush it all early game. It is just a terrible concept. There was a huge backlash from the community over this horse tripe and then relic tries to stuff it down our throat again. Why is relic obsessed with this terrible concept? Just when you thought the idiot who made The Brits was fired from coh1 here he shows up again.
I really hate being negative about a game I love but it just pisses me off when valuable resources could be directed at improving a solid concept instead of this garbage again. This one terrible concept has done more damage to the coh community than any other feature. P2w commanders is bad, but mark my words you will see a huge decline soon. It just destroys what coh is about. |
Look it is great noun that you come on here and at least attempt to do some damage control. This abusive exploit aka cheat was in coh1 with the British faction release and it had to be patched out after about a year of massive complaints. This is nothing new to the players and relic. We both have been here before. The minute that the dev team decided to use the broken and bad game design of movable hq's again... a big huge red alert light should have gone off in their heads as this was a huge game breaking cheat back then too.
I will give some credit as I have not seen the base truck retreat cheat yet which means somebody is sorta paying attention on the dev team. Or maybe players are too new to remember that cheat yet.
Movable bases are garbage and have no place in coh. They were a terrible idea in coh1 and are a terrible idea in coh 2. It is like you just copied coh 1 and shuffled the deck again and added a way to put p2w commanders in. |
Well is it that complex? Is the best way to produce a feeling of soviet mp superiority with 6 man squads? Or would more abundant 3 man squads better portray this? Obviously 3 man squads would lose to a 4 man squad but it you could concentrate two 3 man squads against a 4 man squad they would win.
Obviously the goal would be to make the ost players feel as though they were facing soviet hordes. Of course small squads also has an issue of map control. Smaller and more numerous squads can cap more territory quickly.
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Well you cannot blame relic for quietly putting the best way to play coh back into the game after they unjustly removed it for no good reason. It really killed the player base and cost them a lot of sales. |
Wow lots of discussions going on in here! I just wanted to make a note that the goal of he thread is the authentic feeling of immersion between the two factions via re design. I just put the squad size question to get the thread going. Let's forget which side has 6 man or 4 man squads. Let's discuss the core idea of giving squads 6 models or 4 models either side.
6 models pros:
1. Good for picking up empty static weapons. Leaves you with 3 man squad to use tactically with re crewed weapon.
2. Higher odds of retreating 3 man crew alive to reinforce.
6 model cons:
1. Finding adequate cover
2. Easier to hit with mortor and aoe weapons.
There are many more pros and cons and I will let you guys hammer them out if you like. Remember it's not a balance question it's more of a should a standard squad size have more models?
Also if you had a choice what would you rather prefer? A 6 man squad or two 3 man squads? For example would one six man squad with abilities and cool downs be better than two 3 man squads with abilities and cool downs ect.
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Let me get the discussion started. Should both factions have 4 man squads? As we all know 6 man squads have cover issues and make balancing much harder between factions. Could the game benefit from a scenario where one german squad could be equal to two conscript squads? Is this not authentic? Let the fight begin! |