This thread would probably do a lot better if you did not add the poll.
The poll is there so I can say its rigged if I don’t like the result
+ to filter out the people who weren’t gonna make an actual argument anyway
Thread: Random OKW in team games – blood, guts and glory4 Dec 2020, 11:19 AM
This thread would probably do a lot better if you did not add the poll. The poll is there so I can say its rigged if I don’t like the result + to filter out the people who weren’t gonna make an actual argument anyway In: COH2 Gameplay |
Thread: Random OKW in team games – blood, guts and glory4 Dec 2020, 10:53 AM
As a flagrant Make Allies Great Again fanboy I find this issue hard to relate to but let’s discuss it anyway: The lack of caches for OKW and the snowballing in 3v3 and 4v4. Now that sentence should have driven away all the “3v3 and 4v4 can never be balanced” people so let’s continue Random team games are often a box of mysteries. Sometimes you get a ton of faction variety and good compositions. Other times you get a full random team of the same faction. Especially 100% homogenous team compositions usually have some glaring weaknesses to be exploited. But there is a unique issue with teams consisting of 3 or 4 OKW players. They face the issues of having to rely fully on gaining a resource advantage through map control while being unable to invest their manpower to benefit the entire team's fuel and munitions income. Naturally in smaller modes of 1v1 and 2v2 this is a smaller issue since caches are a rarer sight. However, in teamgames there are plenty of maps where combat easily stalls into a stalemate battle of attrition. There the effect of caches will have an insane impact during a span of 40-60 minutes. In these situations Allied teams can coordinate and each of the players builds some caches so the manpower cost doesn’t become overwhelming for a single player. As a result their army composition won’t suffer too much and they are better prepared to replace armor losses and able use off map clicks more liberally. The smaller resource constraint will incentivize more aggressive playstyle in addition of being able to afford to support defensive manoeuvres and pushes with off maps more often. Meanwhile the pressure is on OKW to advance despite the resource disadvantage that will only keep getting bigger the longer the game carries on. I know that caches we’re not part of the original design ™ of OKW but nearly all faction flavour like resource conversion and insane vet 5 that mitigated it has now been removed or toned down. Now that more massive balance dumps (Trump reference, no hate ) have been confirmed it would be interesting to discuss this matter with facts and logic. Right now the fact of the matter is that the random chance of getting full / almost full OKW teams in random automatch can easily lead to massive resource disparity among Allies and Axis that has little to do with map control. The question is: Should something be done about it and/or what? (I hope that your arguments are based on facts and logic while winning bigly without personal attacks. I know people here know words, some have the best words, but I’m hoping the arguments consist of more than 5 words in a sentence. ) In: COH2 Gameplay |
Thread: [Winter Balance Update] SOV Feedback27 Nov 2020, 07:10 AM
Overall this patch shows great potential. However one change change especially caught my eye and it will probably become relevant in the ISU dominated meta. (I'm assuming the ISU won't go extinct after this patch despite the HE nerf). In its current form the Concrete Piercing Round oneshots any clumped squad even behind green cover from behind LoS and from behind sight/shotblockers If indeed the commander changes kick in and ISU commanders lose their IL2 wombocombos a 60 muni hard-to-counter squadwipe tool might become problematic especially in bigger game modes. Overall as a mechanic a shot fired from FoW that can delete a full health squad staying in green cover is unfun and offers little counterplay. In: COH2 Balance |
Thread: World Championships is/was stale as old bread23 Nov 2020, 10:08 AM
In addition there was incentive to play the now practically extinct factions. For example the Heavy Tank meta made OKW and Soviets a more viable choice. (I'm not saying the ~15minute bloodbaths OPW received this tourney weren't perfectly balanced ) OKW had access to a fast Tiger so if the faction managed to survive until the Tiger was available it had a good chance of clawing itself back into the game. OPW performance was mostly downhill in this tourney the longer the game went on. As for the Soviets the IS2 offered a super beefy heavy tank to dominate the field but players also had the option of going for faster T34/85s with that commander to close the game before axis heavies hit the field. In: COH2 Gameplay |
Thread: World Championships is/was stale as old bread23 Nov 2020, 08:35 AM
The crazy conspiracy on the streets is that a meta build that starts from minute 0 without any deviation is more stale than the previous iterations of call in meta that started to kick into gear around 8 CP with panic-call ins and heavy tanks. On top of the fact that the heavy tank doctrines had a lot more variety overall instead of being in 1 single commander. (Pepperidge farm remembers when OKW Tiger was used in a tourney before the faction was banned as too OP ) In: COH2 Gameplay |
Thread: Why Ostheer is OP29 Oct 2020, 16:11 PM
It seems that the original list of issues is severely out of date. Most of the units on it have already been readjusted by the Shadow Council so arguing that the perfectly balanced units are OP/UP is an utter logical fallacy. I hope that OP edits his/her list to better reflect the current state of the game In: COH2 Balance |
Thread: Hmg bug:?23 Oct 2020, 18:09 PM
https://www.twitch.tv/chihuahua_charity/clip/TameRelentlessPheasantTheTarFu?filter=clips&range=all&sort=time "To compensate for the brutality of war MG crews occasionally take breaks to do meditation, scrapbooking or knitting" In: COH2 Bugs |
Thread: OKW needs redesign?15 Oct 2020, 08:13 AM
It would be interesting to include some stats from OKW tourney / showmatch success in teamgames played during the recent patches since they include some of the best players / players of equal skill. There faction synergy also comes to play which is relevant in 75% of the game modes. At least the showmatch from last weekend was a very pleasing experience to watch due to the historically accurate outcome In: COH2 Balance |
Thread: For Siberian27 Sep 2020, 16:43 PM
Witness the fun that happens in a usual 4v4 with "top players" In: Replays |
Thread: Bring back Sniper in an M315 Sep 2020, 09:44 AM
Drunk Von for Head of balance team In: COH2 Balance |
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