Of course micro matters. It's just not as key for anything other than 1v1, and multi is what most people play.
However, I would like someone to sit down and go frame-by-frame through a COH1 tourney game and a COH2 tourney game, and do an analysis of why rifles could successfully fend off multiple MGs, volks and snipers in COH1 but not COH2. In my opinion, COH2 has many more specialized units that overall tends to make having the hard counter at the right place and time more important than good micro. It's not a super huge edge, but I think it IS noticeable in this game. I remember playing COH1 with guys who concentrated so hard on their micro they would float and float while maneuvering their squads like crazy, but still come out ahead. The game just played like that. You can't win just with superior micro in COH2, and whether that's good or bad is debatable.
Generally COH1 had more soft counters for one thing, but it would behoove someone to sit down and show Relic why COH1 generally played better, rewarded true skill more and was easier to balance (at least the original two factions.) As Inverse always points out, there was a lot more macro-strategy that doesn't exist in COH2.
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I've been here so long I actually don't know who any of you are anymore
I play infrequently, I sometimes start to get hooked again and want to keep playing, but I've gotten bored of re-learning the game entirely every time Relic releases a massive patch that alters everything. #SICKOFADAPTING
And somehow I don't suck at OKW despite Brits...
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Arguably the 4v4 maps are too small and the number of resource points are too few.
That's why it's referred to as casual mode. Lots of fighting very quickly over very few precious resource points, which usually results in a victory for the faction with the strongest late game (hi OKW!)
I would love to see serious 4v4 with much larger maps where serious team coordination and thinking ahead about territory control is necessary. Where team macro would really shine and micro would be the icing on the cake. The problem there is that then if maps were larger, flanks would be overrewarded. Once half a team got pushed off you would have major problems with VPs ticking down before a comeback could be achieved. Still, all factions have forward reinforce abilities - it might not be THAT bad. 1000 VPs would have to be the norm, games would be much, much longer...Probably an hour to achieve a decisive victory at a minimum.
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You people could at least whine about Kubel-pushing or blocking.
It's pretty hard to do I find - the thing does not turn on a dime - but if you set up your approach right, you can push those Brits out of cover all day long.
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Honestly, they should only take the stats of the top 50 players but given how small the player base is that's statistically questionable.
Above 250 - your understanding of the game is competent.
Above 50 - your CPM and multitasking are competent.
I used to play 1v1 - but I hit my skill cap due to age a long time ago. At a certain level there's no amount of clever play or surprises that will put your opponent off-balance enough to make up for slow retreats or generally low CPM/multitasking.
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Bottom line:
Current state is the result of half-a*s changes. Now we got something that not good, but you cant really fix it without giving other solutions for OKW. Obviously when all the faction do is volks+panther than nerfing volks will pretty much kill the whole faction.
I would suggest something like this:
- Rkw43 should be buffed
- Obersoldaten price reduction and unit moved to Healing HQ (T2)
- Panzerfüsiliers should be moved to Repair HQ (T3)
- Schreck price should be reduced
- Schrecks should be moved to panzerfüsiliers
But keeping OKW like this is... i dont know.. everyone keep talking like the faction is so strong. Yet they are not... they are totally one tracked, and boring as hell...
See more on Know Your Meme
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I want a skin that has little skeletons with helmets. Or cats and mice like Maus. Please?
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I honestly can't remember the game being this out of wack since the Grenpocalypse.
I'd just like to see Kubel health nerfed, and make them cheaper. I like the idea that spamming them is an effective strat, like bikes were vs Brits back in COH1, but they need to have a higher skill cap by lowering the health.
Then just raise the cost on the Luchs by 5-10 fuel and then see. Not yet in favor of restoring OKW's resource penalty until we see the results of the super obvious nerfs.
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"Chat color changed to better reflect average player multitasking capabilities. We found through testing that some players were able to read the chat and play at the same time, allowing them to bring counters onto the field quicker than their opponent. This new color should level the playing field." |
Leig and pack changes seem good, especially with less pinning. The big issue with these units is that you could not flank them because the pinned squad would probably be lost before the flanking squad could get to them, i.e. fundamentally imbalanced early game.
Still, agree with Ciez and others -Soviets generally too weak all around now. I still remember the days when you could close on an lmg gren and throw a Molotov without losing the squad lol. Conscripts as a utilitarian stalling mechanism is just shite gameplay. Especially since the Soviet late game isn't what it used to be. I feel like I'd rather see the call in meta come back, but with conscripts buffed for all non call-in dependent Soviet commanders, but still as weak as currently if you want a stronger Soviet late game with multiple IS2s or T34/85s or whatever. I really don't see another simple and efficient way out of Sov's current problems.
I'll have to see how the armor change to Churchills plays out, I think for their cost they will still over perform their role as damage sinks, especially in 2v2 and up.
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