Oh god yes. I'm hearing impaired and so things like tge Stuka dive bomb, the Katyusha, and the walking Stuka are a total nightmare. It's only possible for me to dodge them by pure luck. |
This game has insanely buggy green cover which is making MGs much stronger than they should be.
When the MG took 2-3 bursts to suppress, the buggy green cover was not so obvious. It felt like the cover was working for about 5 seconds, and then you'd realize its not because your squad is suppressed.
Now that MGs suppress instantly, it makes it very obvious that some green cover is just bugged and doesn't work. It makes the game very frustrating to play. 50% of the time your squad is immune to suppression, bathing in MG fire for minutes, the other 50% of the time its instant suppression.
Some people will say "its because you have a model that wasn't in cover" but that's not it. You can have your whole squad squished against a 100 meter long stone wall and still get instant suppressed. Alternitevly, you can have 1 model behind a tiny green shot blocker with the rest of the squad in the open, and be immune to suppression.
There's a bug somewhere in calculating cover angle or maybe entity obb's clipping through cover.
Is that bug a suppression only thing? Or is everything getting through? |
Also: Why does everyone seem to think green cover should provide immunity to suppression?
Tradition, mostly. Also micro-intensive but munitions-free means for handling the new MG seem to me to be a good thing. Really, present MG performance is fine but USF needs a t0 mortar with flare and smoke or the old Jeep back.
Still, I gotta admit that I'm not a fan of the changes. A static suppression based game isn't a fun to play or watch as a mobile infantry based game. |
Its happening to me for the last 2 weeks. At times or at different times of game i cannot play with keyboard. When i press a hotkey nothing happens. even when i press it couple of times. sometimes it recognizes the command after 1 to even 5 seconds! It doesnt happen for the whole game. Usualla gets back to working after few moments. Its really hard to micro properly. So frustrating when i have multiple squads selected and i cannot cycle between them using tab button.
I only get this while playing coh2. Weird thing is that game freezes pretty much stopped and now i get this.
Anyone else gets this?
This has been happening to me quite a bit lately (most often Rifle's anti tank grenade and Gren's riflenade) |
Thanks for the input guys. Also for the record I'm pretty sure that nondoc units< doc units of the same price.
Seeing as how everyone can't get a King Tiger- and Halftracks aren't really a good carrot- maybe a global upgrade that unlocks once everything is researched. It would be a lot like the Panzer Elite Sprint.
Soviets-Conscripts get 1 DP per squad, cheaper, or something.
USF- all infantry gets passive sprint.
Ostheer- Pionior repair rate increases drastically.
Spitballing here for the mod I'm making sometime in Winter.
If this is for a mod, I'd say that the endgame should be the army's specialty. Probably artillery for the USF (a priest or a 105, maybe). Numbers for the Sovs so rapid conscription or maybe a pop cap boost. for Ost, a blitz ability? Rapid decap plus a bonus fighting units in disconnected territory? Or maybe buy able veterancy? |
A unit should be viable, the King tiger is not.
King Tiger is in a good place IMO. It's the first order optimal strat for OKWs late game. Very good power for the micro required, but better players have better options. |
- Fences: Dudes should know that in a battle, you don't need an order to jump over a fence.
micro issue
- Green cover: Providing unfair bonuses and stupid. It doesn't require much skills, so that's not encouraging dogdickal gameplay, just rush behind a green cover or inside stone buildings; win.
unable to deal with core coh2 mechanics = l2p issues
- Allies massive numerical advantage: Axis late game advantage is long gone. Fix their faggot inf and early game hell. Quick.
l2p issue, massive numerical advantage means 3 t34/76 vs 2 Panthers? Panthers should win
- MK2 Nade: Not enough time to react, wide AOE, sick damage. Granted cheap InstaWipe
micro issue, learn to dodge
- USF T2: As OST, you should spend your whole MP on countering early vet 2 Arnolds, so no enough resources to prepare AT for light vehicle faggotry and abuse
A problem limited to one commander ability
- OKW AT invincibility: I do like to use shermans and T3476s when playing against OKW. But almost every unit this faction has is an AT in one form or another.
l2p issue, you can take out any vehicle with several shermans or t34/76
- P47: It covers the whole map, specially 1vs1 maps
get AA
- Fake Vterancy: Cheese.
don't even know what you mean, but elite troops training costs a hell and anybody who does it is rather stupid
- Flamethrowers: Their range should be reduced.
so they become useless? No, crit mechanics were tweaked with the new patch, they should be less of an issue now
- T3485s/Easy8s Base Gang-Bang: Really, should be limited to one on the field.
No, they need to be unlocked with tech, so axis player has time to field an appropriate amount of AT or counters in time
- HM38: Should be available at 8CPs, revert the minimal nerfs. It's much better than the LeFH, should'nt be available so soon.
so we have again late game RNG wipes on vetted units? No, 80 dmg sounds much better.
- PTRS dudes and Shocks: Should be available at 3 CPs.
agree
- USF Magic Glues, Blitz and smoke: Silly cheating features.
Out of jail cards should cost and appropriate amount of resources, while magic glue is to cheap, blitz & smoke is cost wise fine. Blitz should be offensive ability however
+1 |
The only thing that needs adjusting between the two of them is the jpiv's in combat re cloak. (And that's more of an immersion thing than a balance thing.) Otherwise they're fine. |
I'd agree that OKW isn't really a well designed faction. In the early game the main problem is the kubelwagon. When it is buffed and doing its job (being a fast, agile, suppression platform that doesn't suffer attrition) then it is OP. When it is nerfed and it is not doing its job then OKW doesn't have reliable suppression and can't hang with cons/rifles. The nature of the unit prevents there from being a happy medium.
In the later game, their reliance on super armor is equally dumb. In longer game modes where they have easy access to their late game armor they utterly dominate. In shorter modes they struggle to survive the gap caused by their lack of accessible mediums.
I think that relic really painted themselves into a corner with this faction. As for fixes--maybe turning the kubel into a version of the old motorcycle which can cap but not suppress, give them the mg 34 in t1 and replace the KT with PIV ausf J but allow it to be built after any two trucks are set up. (And add KT to elite armor so there's a reason to pick that doc.) I'm not sure that that would work, but it might.
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BTW if you want to see some hardcore 'Murica action go to a rodeo. |