Howdy!
As of right now I think most of the units in the game have a role in at least one game mode. (perhaps excluding partisans) They either complement a certain playstyle, make it unique entirely or the units are just strong on their own.
Even underutilized units have interesting concepts such as the artillery officer which basically provides endless panzerwerfer barrages or the B4 that either does absolutely nothing or wins the match in one shot.
However there is one unit that doesn't have a game mode or a situation it can shine in and calling it in is always an attempt to throw the match: the Soviet 120mm mortar. The damage and RoF of the unit leave much to be desired while the high price often makes them difficult to fit into a build order. In addition the price closely resembles the price of the superior non-doctrinal USF pack howizer.
I'm curious to know what would you like to see changed in the unit to make it a tempting option to use in a specific situation or game mode. I think the unit has an iconic sound and impact so it is unfortunate it sees so little use.
(Disclaimer: I remember the pre-nerf times when it had a better RoF and the instagib-a-support-weapon-for-free Precision Strike and I do not wish to see such frustrating game mechanics return)
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Steam: 76561198042954128
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Game Name: SweetrollWerfingNearTheDoor
Steam: 76561198042954128
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: SweetrollWerfingNearTheDoor
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Post History of SweetrollNearTheDoor
Thread: What would you do about the 120mm mortar?10 Aug 2019, 09:06 AM
In: COH2 Gameplay |
Thread: Bug Report for Commander patch11 Jul 2019, 10:34 AM
Howdy! I noticed that the Wehrmacht Stuka Close Air Support Doctrine single pass recon gave abysmal sight and moved a lot quicker than usual. It resembled the stuka smoke pot drop without the smoke that also gives a of bit vision during the pass. The CAS Doctrine ability so far has been its own separate ability so I suspect a minor mix up. However I have never encountered the surprise mechanic of single pass recon planes spontaneously changing direction mid flight - not sure if it would be a surprise I'd welcome in a more serious match. Replay included
In: Lobby |
Thread: We call these Surprise Mechanics11 Jul 2019, 10:28 AM
The recon planes have become sentient In: Replays |
Thread: Iron Harvest9 Aug 2018, 16:32 PM
I only had time for a single skirmish match but considering this is early alpha I was very impressed. Naturally the UI feels a bit clunky but there is a coh'esque familiarity to it which is nice. The cover system feels good and intuitive and I liked the unit role swapping based on salvaged equipment. Dynamic cover creation seemed to work similarly to CoH, vehicle wrecks providing green cover and so forth. The mech animations will definitely be one of the highlights of this game. Audio will also play a key role in making the bigger mechs seem more menacing and I hope the devs will spend enough resources on the audio side of things. The maps featured in alpha are vivid and have had a warm colour palette used in their design and I think that made them look very appealing. (I never liked the gloomy maps in coh so it's naturally personal preference ) I have high hopes for this game especially now that I've seen how much the devs have already created and if I recall correctly there is over a year left before release so I hope we see plenty of test phases down the road In: Other Games |
Thread: what commanders would you revamp?4 Jul 2018, 13:38 PM
As for the specific Doctrines I'd like to see revamped I haven't got a strong opinion but there are certain units and abilities that seem to be forgotten or suffer from poor doctrine synergy that could otherwise be really cool to use. (the vanilla factions at least provide plenty of disposable commanders that could receive major revamps as well) The revamp could also revive units that are almost forgotten or rarely seen. The first revamp that introduced the KV1 to several other commanders made it a pretty regular face in every game mode. I find that unit very thematic to the Soviets and also the commanders are very viable otherwise as well. Another almost never seen unit is the KV2 so it would be really cool to see it in another doctrine because the Soviet Industry can be lacking at times and feels pretty situational. It also seems to be more on the non-serious side of doctrine picks. At least last time the balance team tweaked the units in doctrines chosen for a revamp so perhaps the KV2 could receive some adjustments to make it more appealing to use and play against. There are also abilities that seem to have been designed in a haste and lacked proper testing at release but can be very powerful if they can be pulled off (cool visual effects are a bonus as well). One such ability in my opinion is the UKF Hold the Line of the Special Weapons Regiment. The problem is that the ability only affects the sectors that the player has personally capped so that makes it inconvenient in team games and the high price makes it of questionable use in 1v1. (then again if it affected every friendly sector it would be brokenly OP most likely but I think there is an in-between option) If Hold the Line would affect a few friendly sectors next to each other instead of being tied to owned front line sectors it could possibly be a really valuable tool to stand your ground as Brits and offer some powerful off-map support for a respective price of course. It would also reduce allied losses/force the enemy to retreat making a counter attack easier to pull of since pushing as Brits can be a real pain sometimes I feel. Other passive abilities and units I would personally like to see added in more commanders: Infrared STGs, Sector Assault, Jaeger Light Infantry, IS2, Sector Artillery and Opel Bliz Trucks. Then again I'm unsure if these additions are really needed and now that most factions have the counters and basic tools available to almost all situations I find that commander dependency is not as critical as before. My suggestions would aim to spice up the game and increase variety in playstyles. (I dislike the idea of tying basic faction tools like reliable garrison clearing to doctrines) |
Thread: What happened to CoH 2 Free Weekends?29 Jun 2018, 10:46 AM
They have stopped being profitable, therefore they no longer are worth the time to prepare them? I doubt that the effort required to create such events is insurmountable budget or bureaucracy wise and the thousands of players that participate in free trials are potential customers after all. The occasional ingame DLC purchases are probably the biggest money flow that coh2 nowadays generates anyway. However the increase in player numbers in itself is valuable as I previously explained. The patches then again help keep the game fresh and aim to make it more enjoyable to play strengthening playerbase retention. If mere profit was the only criteria in Events and new content I don't think we would be getting a Summer Map Patch. (which is a very welcome addition) Or do you see any long/short term monetization opportunities in such updates? In: Lobby |
Thread: What happened to CoH 2 Free Weekends?28 Jun 2018, 18:32 PM
Howdy! I remember that on several occasions in the previous years during Steam Summer Sale for example CoH franchise has been on a hefty discount. It has also been combined with a Free Weekend event where RTS fans have been able to participate and get a feel of what CoH2 has to offer. During the free weekend many have taken up on the offer and bought the game for a few bucks. (definitely a good bargain in my book) However this year that does not look to be the case. The playerbase has increased after the sale started but during free weekends CoH could reach 5 digit player numbers. I am pretty confident that a free weekend would also boost the sales so I wonder why hasn't there been one in ages. I started to ponder this because I have noticed a gradual but considerable search time increase in all team game modes. Even the 4v4 MLG tryhard mode I resort to when I lack the patience/time to play Radar Simulator for an extended amount of time seems to take ages to provide a game - be it in an unranked team or normal automatch. Also the outcome of increased search times often leaves a lot to be desired in terms of rank disparity. Naturally it is the holiday season and the WC on top of it as well but I think that does not alone suffice as an explanation. Some new faces would freshen up the scene and decrease the wait times since the playerbase retention doesn't seem to be quite what it used to be. (Which is not unexpected for a game this old and the current playerbase is still very impressive.) They would also probably help in lower tier players getting matched up with players of similar skill level while increasing the chance of higher level players getting paired up more often as well. What are your thoughts? Do you support the idea of Free Weekend Events or does the thought of doing random team games during those terrify you too much With luck someone in a sufficient position of power / ability to influence the right people sees this and perhaps there could be Weekend Events in the future again. PS. Other Events like increased War Spoils drop rate and whatnot were also pretty cool and bumbed the player numbers a bit. In: Lobby |
Thread: Automatch Wins Not Registering6 Jun 2018, 20:48 PM
Was it vs [NS] YGNOW, zx지강미국xz, CPU - NonStandard and lasted 209 mins? Indeed it was I have never seen a match registration take so many hours before. My mistake, feel free to delete this thread. (Edit: 209 mins is definitely Fake News though) In: COH2 Bugs |
Thread: Automatch Wins Not Registering6 Jun 2018, 20:14 PM
Howdy! Earlier this evening my friends and I had a chance to play a really exciting and intense slugfest against several top 3v3 players. After an over one hour game we were really interested to see our rank after the match. Unfortunately there seems to have been a tiny problem: the match has been wiped out from the face of the earth and there seems to be no evidence of it being played in win streaks, match history or leaderboards. Only the CELO app registered the game but other than that (and the replay file) it seems the result of that game has been voided. Is this some frustrating server side issue or is there some peculiarity included? Does anyone else have any first hand experience in matches not being registered by automatch? Normally we wouldn't mind about an individual match but after such a big investment of time and effort we feel a little bit cheated (If there is a way to replicate this feature please feel free to contact me so I can begin my 100+ winstreak Kappa) In: COH2 Bugs |
Thread: s-mines 16 May 2018, 14:17 PM
The S-mine placement is done normally in 4 stages, assuming there are no obstacles preventing full field placement. Each placement creates a small patch of mines around it. You need 60 munitions in the bank to start the mine field laying but if you stop it for example halfway after "building" 2 spots of mines you get a refund of 30 munitions. (So 15 munitions per clump of mines) Cancelling mid-build is not the only way though, for example buildings and other obstacles can be used along with the rotate function to intentionally block part of the field you don't want placed. That way you also get a refund from the areas that were blocked. S-mine placement speed and especially the low cost of 15 munitions per piece can be utilized for example if you know an opponents retreat path and have a pioneer or volk nearby. One single batch of s-mines can cause brutal damage to (retreating) units and can get some easy wipes or punish greedy opponents from extending too far. (Personally one of my favourite places to use this trick was on Pre-December Patch North Moscow Outskirts if my opponent camped most of his squads at the fuel point) Also there is the pure annoyance factor especially if you only place partial mine fields all over the map. It can be frustrating to get map control if you need to sweep every single point (+sweeping s-mines takes a pretty long while especially if its a full patch) Naturally that can be worked around with vehicle crush that safely detonates the fields but I think it is still a good way to spend excess munition float and delay capping of your opponent. In: OKW Strategies |
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VSSweetrollWerfingInAGoodSpot Red [S.T.A.R] Bleckdragon Assasin314719643 [Phoenix] ЯUSSIANS ARE GODS MIYUKIAOIExample replay for threadby: SweetrollNearTheDoor map: Steppes1-900
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VSVodka & Seliodka xcngray rpm2014 Syberia Red ArmyDoomcloud [DT] Barka SweetrollWerfingNearTheDoor DasReich1-901
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