Just buy Brits, get the buildings first, or in a building opposing their building. Then build motor/bofors while your Soviet teamamate throws all his penals away doing stupid stuff, but you still win the game because you have firebreathing mobile bank vaults called Churchills which nothing will penetrate, and a number of "oops, I forgot to build AT" call-in abilities useful against tanks and an entire commander to counter to arty Axis noobs build to kill your bofors/mortar.
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Well, mortar pits are very map dependent. On 1v1 maps, they're a minor nuisance. Buton 2v2 maps, like Crossing, a mortar pit + Bofors can be a very tough nut to crack, especially when they build the mortars behind the trees and put the bofors out front to cover the mortars.
It's beatable by ceding that side of map and playing for time until King Tiger, or any other combination of heavies since they've sunk all their manpower and fuel into emplacements.
What sucks is it makes for terrible gameplay. You will autowin against the bs as long as you don't get impatient and wait for your heavies, but it's so annoying sometimes I just quit vs it because it's so frustrating and stupid to play against. People with higher skill levels shouldn't have to spend 45-50 minutes to kill some emplacement spamming noob, but they do. That's what's wrong with it essentially. The Brit emplacement spammers aren't learning to play either because they're spending 50 minutes to lose games, so they won't learn as fast as they would getting roflstomped a bunch of times in 15 minute games.
I think the brace nerfs will help a lot though. Stukas ought to be the natural counter because of brace, but they simply aren't.
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Demos were fine. Please don't change. Why take away one of the only early allied ways of destroying bad blobbers?
OKW sturmpio buffs are not needed, they are very powerful early game units, they don't need the build or reinforce time decreased. You're going to see 3-4/match now, and will be whined about once people realize how much field presence they can keep with sturmpios.
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The good thing about COH2 is about every 6 months you get a new game because they totally change all the unit's stats and accidentally buff some unit or another too much.
The bad thing about COH2 is about every 6 months you get a new game that you have to relearn.
Frankly they would have done better if they'd stuck to their core design decisions and found better ways to balance around problems. They stopped seeing the big picture. For instance, now every faction has an MG, because that was an easy solution to MG dominance and OKW blobbing. Balance by lazy handing out of abilities to make near-mirror factions. The game was more interesting when OKW didn't have MGs except in a doctrine though.
We're still pretty far from pure mirroring, but honestly I think they should do nothing other than fix the most egregious OP units with this patch, I really am not even sure all the tank changes are needed. It's really tiresome having to totally relearn all the game mechanics, when the patches generally just CHANGE things, not balance them.
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Montargis was a great COH1 map, but moving the fuel just didn't work. As others have said, generally Brits/OKW will take the fuel and it's GG. The map layout is classic, but they put the ammo on the hill for a reason: it's not as crucial, though in COH1 for Axis it was a valid tactic to leave the middle to the US MGs, snipers and Brit mortar pits and try to play for the long game with vet and munitions-based abilities.
Lorch is the one I hate the most, the city is overly biased toward Brits holding it for very long periods, same as on most urban maps. The castle side of the map is just a waste of space, almost like the designer spent so much time positioning buildings on the one side he just didn't want to do any more design on that side. In general the middle doesn't have enough flanking routes because of the garrison and walls, and makes for another stupid, annoying indirect fire stalemate.
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I like never post replays, especially 3v3+. But after about 5 mins, it was 2v3. I guess the one Sov player is very good by his ranks.
THEY WERE IN MY BASE KILLING MY DUDES. My mans did not know how to go around their sandbags!
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Joint Ops will always have my heart. Cuz I beat some famous COH1 player in 1v1 with it once, his name started with an "S" and I can't remember anything else. It's on here somewhere. It was really viable circa 2014.
Wrote delete brit mortar. Still don't own Brits, and won't until free.
Feursturm cuz I think that's the goofy one with flame pios noobs always pick with the crappy Hetzer, but I can't really remember.
Recon because that light vehicle could use some love.
D3d game f4ever.
Honestly, Barton is right, combine and adjust some of the more OP arty call-ins, adjust mark target and stuff like that and reduce it to like 8 commanders people would use anyway. There was never a need for so many commanders, except, ahem, uh, to make money.
We should get like 3 more commanders with FHQs though, because noobs love FHQs in 4v4. And those "green" T-34s we were promised and never got in that unreleased Soviet commander. That was hilarious in beta. People were just like "WTF IS THIS WHY AREN'T THEY SHOOTING AND JUST RAMMING MY TANKS."
I really mostly just want a Sov commander with a powerful ram so I can play Tiger Ram 2 the way it was played in 2013.
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Facing OKW? Camp in buildings. Win early game.
This design choice still ticks me off. Many maps you just have to yield half the map to Brits for the first 5-6 minutes if there are buildings. You can get them out with pio + volks, but it will cost you just as much in manpower as the Brit to do so usually, and if there's an MG you can't even do that.
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I don't know, 4v4 is stupid, but even in 2v2, which I just started playing again at my normal "upper intermediate" level, seems way, way easier with OKW...
It seems like little things like the Raketen actually being able to track targets are really making a difference.
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Everyone forgets COH1 had target tables, which enabled individual units to have more or less power vs other specific units, ie., infantry couldn't do a damn thing to light vehicles (I think if you had about 20 flame pios you could eventually kill an M8 though).
The simplification of the database is part of why COH2 has less depth. They just couldn't do things like give jeeps a bonus against snipers. So enough bullets from infantry will even damage a tank...
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