I know, but it's just less intuitive than ever, I've been playing since beta.
I miss the old days - look at this low health gren squad take a molotov. Today that would have just instantly killed the entire squad I think with that health level.
[youtube]AvuQ9XQBdRA?t=290[/youtube]
Do you format youtube links without the initial URL? it takes it out automatically.
https://youtu.be/AvuQ9XQBdRA?t=290
Profile of sluzbenik
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Broadcast: https://www.twitch.tv/sluzbenik1
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Broadcast: https://www.twitch.tv/sluzbenik1
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Post History of sluzbenik
Thread: Help Me Understand Model vs Health Loss16 Oct 2018, 16:11 PM
In: COH2 Gameplay |
Thread: Help Me Understand Model vs Health Loss16 Oct 2018, 14:52 PM
I don't get it anymore. I don't know what patch, maybe the "increased damage" patch that made this so brutal but I just don't understand when a unit is going to get wiped or not on retreat. This is especially harsh with 4 man squads. It seems to me that any more less than half health has to retreat or it's 90% certain to get wiped on retreat as soon as it engages anything. There's just something funny about the relationship between less than full health squads and models that doesn't intuitively translate anymore, I mean it never did exactly, but more than ever I'm just not understanding how why other than from flame damage, models don't die, but health can suddenly drop badly, then the next shot wipes the entire unit even with 3 models left. I just really don't like it because it makes harassment so, so dangerous. Most squads will be in combat, and after you force a retreat and are capping, the harassing squad is far too in danger of getting wiped if it's suffered any health damage. I am trying to adapt but this just really kind of takes the fun out of the game for me. What's the point of engaging at all in any battle that doesn't totally win you the game if capping with less than your entire army is too risky? This is one of the reasons I still don't like COH2's capping system - it basically makes capping with multiple units a necessity. In: COH2 Gameplay |
Thread: My Wishlist for COH315 Oct 2018, 13:09 PM
First, saying I should just go play COH1 isn't an argument. This is the Company of Heroes franchise after all and if you think COH2 is better in its suppression mechanisms you can explain why. I don't think it is because it does require more micro on the part of the Ostheer player to retarget the MG and to micro their other squads, when all the Allies player has to do is space his units apart, without even really needing to completely flank from the rear. If you think this is fair, then I really don't think there is any point in discussing this any further. I'm sure data would show that the defending player has a higher CPM than the Allied player at those points. Furthermore it's far easier to accidentally cause an MG to pack up by targeting a squad that's just about to move outside the arc. The margin for error for the defender is simply much lower, and again, this isn't balanced or fair. Making suppression effective across a wider area would balance this out, the way it was in COH1, and I do think the suppression mechanisms in COH1 remain superior. In: Lobby |
Thread: What is your Problem with Balance??9 Oct 2018, 17:11 PM
With no errors, that's more or less true now. Some factions are more forgiving of errors than others. Some factions you can lose most of your infantry and still win the game, and some have 4-man squads that are essentially useless once they lose two models. Some factions you have to make sure you never get into a bad situation in the first place, with others you can retreat out of one with no risk of wipes. In: Lobby |
Thread: My Wishlist for COH33 Oct 2018, 13:32 PM
I urge you all to have a thoughtful, flame-free discussion of these ideas. 1) Retreat defensive bonuses should be higher. Playing for (and avoiding) retreat wipes discourages single-unit harassment and encourages blobbing for safety in numbers. 2) Infantry combat when the attacker charges a unit in cover should be much more consistent. RNG is too high a factor here, one should be able to know exactly what will happen 90% of the time when an SMG unit charges a long-range unit in cover (so players can judge whether it's worth it or not). These outcomes are way way too random currently, not in terms of the final result (SMG unit usually wins) but in how much DAMAGE will be taken by the charging unit. This dice roll is incredibly frustrating for both the defender and attacker. 3) Consider some very manpower heavy late game call-ins as was the case in early COH2 and COH1. While the call-in game was much derided, if properly done it could add some strategic spice to the game, with clear trade-offs between more late game field presence and getting the call-in unit. At current manpower income, say, 1100-1200 manpower minimum. Also, call-ins can reward skilled play by helping the clearly winning player close out a game faster, instead of allowing it to drag on and on and reward him with something to use his manpower on. 4) Stop giving every faction a damn mobile suppression unit. The fact that 3 factions (4 if you count the British Centaur) have them and they're near copies of one another is evidence of uncreative and boring faction design. Hey, remember the nebel? Artillery units that suppress an area for some factions is a good solution. 5) MGs should suppress everything in their cone of fire from the time the first bullets hit. Switching targets should substantially decrease time-to-pin and then damage to the targeted pinned unit, but mgs should not have to constantly be microed to simply suppress units in the cone of fire. Enough with blobs walking up to mgs and simply targeting the gunner #makesuppressiongreatagain! 6) But game design should be sophisticated enough that not every faction needs to have its own damn MG. Again, find other creative ways to cause suppression (ie., bar suppression! RE suppression that works!) 7) Some supply yard type upgrades for all factions that allow for a strategic choice between greater manpower/fuel/ammo income over the course of a game. This type of choice, if substantial enough, could make for some new creative gameplay. 8) More aiming off-map abilities (ie., the old COH1 strafe). But artillery pieces should target areas and no one should have to draw a line for a barrage from an artillery unit (the OKW stuka is just too stupid, inconsistent and easily dodged.) 9) Map buildings should all generally be wood with rare, super durable stone buildings, and let's not make any more "GG buildings" on cut-offs ok guys? It's just not fun. Alright, you can give the 4v4 players some urban maps and they can have fun shooting MGs at each other. 10) Following that, garrisons made of wood should have substantially less damage reduction. It should never take 5 mins for three units to dislodge one unit. 11) More creative abilities like the puma's aimed shot. This is one of my favorite abilities because it's creative, looks cool, and isn't a simple snare. How about some "dummy" abilities, such as making a unit look like it's somewhere it's not? 12) It might be nice if there were no more than five useful, well-thought out and always available commander choices. Five is about the number all these stupid DLC commanders have boiled down to anyway in practice. Just make five good ones from the get-go. 13) We need a capping system that's a compromise between the COH1 capping (with one unit combat ineffective while capping) and the blob-capping that is the current system. Capping should be another tactical choice, like in COH1, not something you just automatically do once you win control of an area. Capping circles should be much, much smaller. Units should be able to be pushed off caps by vehicles. 14) I'd like to see base rushes be a thing again. Tactically attacking an opponent's base to achieve some goal (kill a production structure, or take out some high value unit) should be less risky than it is. We should all have a think about this and throw out some ideas (ie., really cheap transport vehicles, stuff like quick mines (bring back the M8 mine to stop the puma rush!) or map design.) In: Lobby |
Thread: "balancing" discussions are ALL pointless2 Oct 2018, 18:58 PM
Not a surprise given how many crazy changes the game has gone through. People get sicking of #adapting. I played COH1 from very early on, I sort of remember one major patch that changed the game pre PE but that was only once, and it was nothing like the constant relearning you have to do with COH2 every patch. The game probably could have kept more people if it wasn't for that, every time I've come back it's always "wtf is going on now?" Hard to keep even casuals... In: COH2 Balance |
Thread: "balancing" discussions are ALL pointless1 Oct 2018, 21:25 PM
The game is so substantially different across all modes and for different skill levels that it's never going to be balanced enough for everyone. Brits are borderline OP in 2v2, but in 1v1 they suck. Why? Not because of the units, but because of how the resource income ends up working out for a faction that only does well in cover or hiding in garrisons. Players facing defensive Brits in 1v1 can just go cap the map somewhere else until they can dislodge them. That's not the case in 2v2 or larger game modes. Hell, 3v3 and 4v4 could even be balanced if the maps were twice as big with far lower resource income per point, but the game engine would no doubt have to be completely redone to allow that. As it is right now I notice from my own horrible Axis ranks, and those of other players in top 200 2v2, that it seems to be a LOT easier to win as Allies. That's because at intermediate-upper intermediate skill levels, Allies are just easier to play, with fewer wipes and micro that doesn't require as much skill as Axis. I can't get MG or raketen micro right, and that's what causes me to lose a lot of games. I see plenty of other people with the same problems and who I would otherwise say are competent players and that's a different form of imbalance. The old 4-man vs 5 or 6 man squad problem is also still an issue in game modes where there is a ton of indirect fire, ie., Axis squads just end up losing health faster or getting RNG wipes, and you have to retreat a lot faster and be smarter about picking your battles when playing as Axis. But for the top 25, I suppose it's balanced? I don't know, I tend to think top 2v2 teams would still rather play Allies than Axis if they want a sure victory, primarily because of how much less dependent Allies are on infantry preservation late game. In: COH2 Balance |
Thread: Replay review request25 Sep 2018, 20:48 PM
Please help. Trying to play some 1v1 again, but I really don't understand how Ostheer can stand up to anything. Where do you try to stand on this map? What did I do wrong? In: Replays |
Thread: The Utterly Atrocious Vehicle Pathing12 Aug 2018, 02:50 AM
I can understand obstacles and all that, intense micro solves those issues. My biggest problem is that the system does not seem to respect multiple waypoints, if the engine decides it's shorter to ignore your intermediary waypoint, then it takes the shorter way. If queued waypoints are too close for any unit, the system always ignores them. Just as bad, the units pause at the waypoints and for vehicles this means a really bad delay as they have to get back up to speed from a stop again. This just makes everything harder than it needs to be, you can't execute a wide flank with a single unit ever without babysitting it. In: COH2 Gameplay |
Thread: Ardeness Assault MP maps into automatch22 Jun 2018, 00:32 AM
How about a compromise? Don't add the 1v1 maps, because that's the competitive area and no one wants their rank dropping because of some imbalanced crap map. If some top players want to beta test, that's up to them. Add the rest of them and let's have a comment period and you guys can look at that stats, which I assume you still collect. It's well-known the map maker community has trouble getting feedback, so just add them and let's try it. I think people in the 2v2 and larger game modes will be happy to have some new maps, even if not perfectly balanced. |
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