I think they changed it cause of the Rifle vs Volks reason. I mean its not that hard to get into close range. And if for example you imply it into CoH2 you will have Grens>cons long range and Cons>Grens close range, but then again Cons have oorah, which I believe will make cons OP since they will be able to close in to Grens way too fast meaning the DPS output of Grens would be lower in the whole fight than that of Cons. But I agree the current state where you don`t know if you gonna win the fight or not even if you were in green cover from the start totally frustrates me. I suppose if they lower the armor of all units by 50% this would change somehow?
Maybe...But this is my argument point said with more sophistication and with better technical knowledge. I just knows what I sees in game, cuz I'm dumb like that!
Basically everyone overuses the high health/high armor units to the detriment of the game, and some of them are a bit overly effective because you really do need the RNG to help you out.
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And the difference between a high health unit and a high armor unit is?
Does my failure to remember shocks have more armor (and so do tanks for that matter) rather than health invalidate the argument?
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So I had a low-xp player so decided to be a dick and troll with penals. It was all fun and games till the Tiger appeared and the full wrath of the RNG god came down upon me. Basically everyone's common RNG complaints occur in this game:
1) A shot from something hits my own mine, killing an entire guards squad passing by.
2) Two (maybe three? I ran into something on one and it failed too) rear rams on the Tiger only cause crew shock.
3) Even with LOS Soviet Arty is extremely inaccurate.
4) Guard nade tossed right between three guys fails to do ANY damage.
My micro was basically total fail until the last 5 minutes and I started wondering if I was gonna win and pulled myself together. So that's pretty funny to watch too. Stuff like "hey, I know you're too obsessed with repairing your Tiger to shoot the sniper standing right next to your pioneers"...
Does anyone else like there is code that favors the player with less map control/more unit losses? It's probably selective bias, but I swear my tanks always only get abandoned, and RNG generally turns really against me, when I'm winning.
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Since shocktroops went to 1 CP, I've become aware of another flaw in COH2 that makes it a less than competitive game in the way COH1 was. High health units like shock troops, KV-1s, KV-8s and Tigers are all much more common than they were a month ago and a big problem for a competitive RTS in my opinion.
The problem is that high health units are naturally much more friendly to lower-skilled players. As they require less micro, they are able to let less skilled players draw games out more than they would otherwise be able to, and sometimes even win against higher skilled players. We certainly see this now with shock troops. At higher levels of play, I think shock troops make much less of an impact because better players are more conservative with their units and not necessarily using them the same way you see less skilled players using them...Of course mid-skill players using them overly aggressively is eventually punished by better players, but at the cost of a truly competitive RTS.
Similarly Tigers and such are used much the same way...Basically all these high health units make the game less competitive. They simply don't have the same effect at higher skilled levels of play that they do at lower levels - how many games have you seen where Tigers are basically useless because the Ostheer player is too scared of rams to use it effectively? Or where a double shock opening can put a higher skilled Ostheer player on the defensive for a very, very long time? And let's not even talk about the Tiger Ace...
This is just sillyness. In my opinion, if you gave an across the board health cut of 25% to EVERY SINGLE UNIT in the game, you would suddenly have a much more competitive RTS. Obviously that's a bad solution, as the real issue is Relic's policy of making the game more friendly to less skilled players and the ease of access to very high health units.
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I have not seen this happen before, but I just played a game where a plane crashed into my vet 2 artillery, decrewing but not destroying it. At the time it was on counterbattery. When I remanned it, I could not take it off counterbattery or issue other commands until it revetted itself. Luckily there was a lot of arty to shoot at, and I eventually got control over it again and won the game.
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Great game. You'd already killed 3 SU-85s and a vet two shock (I think?) and then you blew your hull-down to shoot a Maxim when you'd cleared the field around 30 mins.
I don't think a mistake like that should cost you the game but it did, both Panthers got stickied, one died soon after and somehow he crawled back into the game. Lack of indirect fire hurt you too.
But yeah, vet 3 shocks and vet 3 SU-85s are ugly, ugly, ugly.
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What is confusing to you about the mechanics? Here is COH2 mechanics in a nutshell:
Molotovs beat grens.
LMG grens beat Molotovs unless you suck.
Ostheer sniper fires faster than Soviet sniper but gets countersniped.
Pgrens beat everything but shock troops but are a manpower sink.
PzIV/Stug beats T34.
Two T34s beat PzIV or stug.
SU85 beats everything but Tiger Ace, if you micro it at range.
IS-2 usually loses to Tiger.
3 AT nades to kill a flamenwurfer.
Everything else you can figure out.
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So...three top 100 3v3 and 4v4 players vs me, a dude with very meh stats, and a comp after 3-4 mins in.
I guess I'm a higher quality noob?
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Coming from vCOH there are a number of RNG events that just don't seem justified.
A lot came from careful adjustments to the much ballyhooed damage tables, I suspect. But COH2 RNG events often make no sense, like mines sometimes killing lots of dudes, whereas in vCOH they did lots of health damage, sometimes killing a guy or two, but not wiping squads. And if you were already low health, it made sense you would lose half the squad or more.
It makes no sense when the first two shots on an engineer squad blow up the fuel tank of the gun, it makes no sense when you can't judge where to toss a nade, it makes no sense when the first burst of a flamethrower kills two guys.
It's frustrating and makes no sense when rear rams fail. The whole mechanic is still questionable in my mind. The problem with an ability like that is they have to have some probability behind it, but I don't think many of us like to toss coins. We're good gamers and we want to know ahead of time that our micro is going to matter. I am fine with Gingung suggesting 100% ram success from rear. Front should probably stay about 50/50 for the Tiger Ace and such. A lot of issues with rams on the Tiger Ace are map dependent. For instance, on Semois, it's virtually impossible to kill one that's parked in the middle, because it's so easy to just back up into the water, making rear rams impossible.
But most RNG IS good. Tanks missing, quirky splash damage, suppression sometimes quicker, sometimes slower, all of that kind of stuff is fine. That's what makes COH COH.
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Yeah, I agree. More than the Tiger Ace or the commanders, the RNG is really bothering me lately.
Most games I feel like I'm fighting the RNG god 80% of the time, the other player 20%.
I would also like to see flame crits just go away, or at least only happen with a flame tank or flamenwurfer (which would be more realistic and make more sense). A dude stepping into a flame does not just die instantly. Think of it this way, every time someone drops a flame artillery ability or flame round they are doing as much damage to infantry as the old COH1 firestorm, which is ridiculous. I know they wanted stuff to be more lethal in COH2 but c'mon, flame crits are just retarded.
I have never liked the new instant-engine damage mechanic tbh either. But then we need better Ostheer mines, I don't understand why they can't just get rid of the S-Mine and give Ostheer 30 muni general purpose mines like we have all been clamoring for since day 1. Make Tellers doctrinal.
Splash damage still doesn't seem intuitive. Clumped units do seem to take a lot of damage as they should, but nades are still way too random. What bothers me is that if you toss a nade at 3 guys, who aren't clumped too much, you expect to do some damage every time, but this isn't what happens. You can't predict at all whether it's worth it to toss the nade.
Not being able to predict outcomes of actions makes for bad, uncompetitive gameplay, period.
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