General Information
Youtube: https://www.youtube.com/channel/UCJT-oswDRyOrhrVghT-6ZRw
Steam: 76561198157193379
Nationality: United States
Game Name: Snaek
1.) Red build indicators; there used to be build indicators even if you weren't able to build something. You could still see the building
2.) Exiting buildings with facing movements; I remember being able to leave buildings with facing movements as well as regular movements. Maybe I'm mistaken, but I'm pretty sure that you used to be able to.
3.) Vehicle pathing; I can't explain it, but something about the pathing feels way way worse than from before 64bit version.
Look, I just don't understand the whole idea of reducing the camo to a measly extra 10 meters without being seen. How useful is that actually? For LMG grenadiers, its counter productive, you don't *want* squads to get that close to you before you open fire. Why would you want to? So you have lower DPS and drop models quicker? There's no point. But for G43, it's not nearly enough. You can't get off a cheeky nade nor do they move into your highest DPS range before you're revealed.
I just don't understand the idea behind it. It makes more sense when the balance notes say that it's because grenadiers are so readily available, but for this sprint/snare combo that everyone is talking about, the change does nothing.
Its an issue with the game when playing at resolutions at higher than 1080P where changing the faction can cause it to crash. Tell your friend to lower the graphics settings temporarily and then switch faction then revert the graphics settings back to how it was before.
CoH2 is intentionally balanced without any special rules or exceptions because they learned their lesson from CoH1. CoH1 had special rules for everything, so many of them I doubt anyone knows them all or even half of 'em. In CoH1 you had things like British Infantry are extremely weak against fire but resistant to bullets or Panzer Grenadiers can stand up to Riflemen but lose to Combat Engineers but Riflemen are stronger than Combat Engineers. The overuse of Target Tables also occasionally lead to strange bugs like Tiger Tanks being unable to penetrate Allied Jeeps or M3 Half-Tracks being completely resistant to Tellermines.
As much as it is silly, it's a more effective way of tweaking the way that units interact with each other without causing as many imbalances between all the other factions because of it.
I think that the only really unfortunate thing about it was that it was arcane (examples like you mentioned where Tigers dont penetrate allied Jeeps) and completely unknown to the end user. It should have been communicated somehow. If there was a way for the average player to know all this information within the game, then I think it would have been much better.
Balance Team probably the worst thing to happen to the game honestly. The game isn't any more balanced than when they started and if anything it is more imbalanced than before due to power creep.
Now lets create a fake scenario as an example. Take a theoretical situation where Pioneers are under performing vs Combat Engineers. People complain, balance team will go and create a 5th Squad Member upgrade, give it like 100% accuracy at all ranges, Pioneer spam then becomes meta then they get nerfed into a worse position than what they were previously. Instead of saying ok, lets give Pioneers 10% accuracy bonus vs Combat Engineers only, then tweak/modify from there until its balanced.
Good Example of this was Rifleman vs Volks. Rifleman were fine vs Grenadiers but struggled vs OKW, rather than buff the unit against Volksgrenadiers only, they fixed the Volksgrenadier issue only to make Rifleman overperform vs Grenadiers creating another balance issue in the process.
There are 5 factions in the game so any change to one thing could have a profound effect on how that interacts with numerous other units. This is why they need to stop doing generic changes that effects how units interact with every other unit in the game and go for a more surgical approach. Think of it like a ripple effect in a pond. Rather than do generic changes that are very specific to what the issue is, they do massive sweeping generic changes.
Look at UKF for example. Pre-Nerf Infantry Sections only needed some tweaks, mostly in the form of doing less damage vs MGs. (All LMGs should have a damage penalty vs Heavy Machine Guns to prevent frontal attack move assaults but that is another topic) Being able to get Double Bren then Max Range demolish MGs was the main problem as you had no way to control blobbing. Instead of fixing that, Infantry Sections went through a balance loop of endless nerf after nerf until they became so garbage that they had to introduce Raid Sections into the game which will further upset balance even more.
Raid Sections wouldn't be needed if Infantry Sections weren't gutted into the ground but here we are. In a month something else will be considered OP and then nerfed into the ground and the never ending cycle continues since they don't address problems in a way that actually fixes things permanently.
This is why I think CoH2 suffers from not having an Infantry Type system like CoH1 did.
Maxim with cons should be more than enough to be honest. Just don't use your cons to fight them, but rather to reinforce the maxim which has MASSIVE AoE supression.
Agree but also need to pop Sustained Fire beforehand.