I watched a video about the Battlefield 1. I find this game quite unrealistic, because they didn't fight like this in WW1. It was more trench and MG orientated. This Battlefield 1 is more like WW2 game but with WW1 flavor.
Historically speaking the Trench Warfare was most heavily conducted on the Western Front between France and Germany. The Eastern Front and the Middle Eastern Front were very mobile in a sense and similar to WW-II. |
hours means nothing. u can have 5k hours and still be bad
and completely besides the point. The hours of gameplay is an indicator of experience and knowledge of the game.
Are you seriously going to bold-faced sit there and insinuate that it's a lack of skill against this blobbing nightmare? Did you even watch the video? Both guys lost tons of units and time to full frontal blob attacks. They literally did nothing BUT BLOB!
That's not skill, it's the exact opposite! |
Can't watch the replay because relic went "lol you don't have brits, buy brits if you want to see the replay :^)"
But I can probably guess that you and your teamate made no counters to blob and came here whining.
MG's, S-Mines, Panzerwerfers, What more do you want? Would have built a Brumbaar if we weren't anticipating Allied mediums. |
Just another example of brainless allied "tactics" so prevalent in this current version of CoH-2.
Looks like both Allied players are rolling their faces across the keyboard for gameplay.
For those of you who say "well your teammate left, what did you expect?" I would argue that regardless of my teammate leaving, you should take note of the difficulty of the game for the Axis side.
Sierra - 1391 hours of CoH-2 Gameplay
Royal Flush - 268 hours of CoH-2 Gameplay
vs
Dendoris - 152 hours of CoH-2 Gameplay
[Sigmnt] - 802 hours of CoH-2 Gameplay.
Between my teammate and myself we have many more hours of experience than the other two players combined. I alone have more experience than the other two players combined! Should that not count for anything?!
In retrospect, I camped too hard by the fuel and star point on the righthand side. That said, doesn't excuse the mass blobbing and brainlessness of it all, in spite of the anti-blob counters that were invested in.
What do the Allied fanboys have to say for themselves? How do you justify this?
Will it be "L2P" or "Axis got to be OP, now it's Allies turn", Or will it be endless nitpicking in an attempt to strawman and derail people from the primary objection, that being the brainless ease of Allied infantry gameplay? |
Use blitz, then Axis tanks are good at crushing.
Or suppress squads with an hmg and crush them EZ.
Same thing could be said of Allied mediums, except Allied mediums also had the raw speed and maneuverability in the game to just roll right over infantry. It's just not right, especially considering that Axis tanks of equal speeds in some cases having a wider base would be more than capable of doing the same but were practically hard coded to not do so. |
Why revert the change?
Axis mediums weren't ever very good at crushing, only really Allied tanks were. This puts both sides on the same ground. |
looks like your instigating didnt pan out the way you wanted.
Are you really so angry towards me that you can still try and make ME out as the bad guy in spite of everything you read and saw?
Whatever, I don't gotta justify myself to you. |
Well we don't want a King Tiger 2.0 for Wehrmacht either. The buff in Tiger's health needs to corresponds with other cost increase or pop cap.
Why the hell would it need MORE popcap or cost increase? It's already one of the most ludicrously expensive pieces in the Wehrmacht arsenal and it's been nerfed repeatedly without any cost or popcap decrease to compensate.
If anything in needs to be buffed so that its capability are back on par with its high cost and extremely late game prerequisite (CP-12 anyone?) |
Since we are tossing ideas around and cutoff protection was the cited reason, how about a 100 manpower "observation post" that has roughly the same endurance as a cache, disables capping the point while alive just like a cache does, and gives line of sight? Maybe if you want to really go wild on the design side make it garrison 1 squad or provide advanced vehicle detection (minimap only, just like Soviet commander ability) in a 70ish radius.
Prsonally I prefer if OKW did it in a unique way.
Adding to my Kubel idea (toggle to lock down), they can also toggle to cloak, so as to ensure survival. Locking down may also be dependent on the cloak toggle: ie uncloaked means it cannot be decaptured, whereas cloaked means it decaptures slower. Any smart enemy would notice and attempt to scout for the cloaked Kubel, so OKW player still needs to enact some defense and not lock down stuff with their cheapest vehicle and assume a GG.
The result is that Kubels remain a strategically viable unit throughout a match- want to ensure that VP sector is sector but cannot afford men? Keep a Kubel there to hold them off.
These are both very good replies, very constructive! Let's keep the dialogue moving! |
Pretty much every OKW unit has better total vet bonuses than the units of the other factions.
Not having fuel/ammo cashes is a fair tradeoff.
Except getting a Vet-bonus isn't a guarantee, nor does it produce munitions or fuel.
Besides, Vet-5 can be categorized as "Faction Flavor" same as how USF still have that obscene tank exploit where they can just hop out of vehicles to reduce popcap, build more tanks, and then send a horde of tanks at 150/100 popcap.
OKW already have 3 resource caches
It's called their Tech Structures
They can even be used on Fuel or Muni Points unlike normal caches.
Their tech structures don't lock down strategic points. (Exception, the Schwerer Panzer HQ's FlaK gun makes attacking a point difficult, but not impossible)
Since the OP refers to sector cutoff as well as resources, the resources is already handled (theoretically anyways) by scavenge. This means that all they need is some way to secure sectors, similar to USF Major's vet3, and COH1's Panzer Elite toggle ability for their 221 scout car.
Perhaps Kubel could be used for that? Toggle to lock down, cannot move, but prevents enemies from stealing sectors. Either put him in a faraway place, or put MGs nearby to keep it alive. Can't kill Kubel? Well you suck since it's only heavier than Ambulance.
This, is actually very constructive, I like that. |