Yes, excellent question! I mostly play 1v1. |
edit: this is mostly 1v1.
So they say the best way to figure out how to beat a faction or tactic is to try it out yourself. Now, I'm usually just not drawn to do things like build 4 maxims or use blobs, and I think this is making it harder for me to deal with them. Not that I find them unstoppable or think they're OP, but I think that if I did them myself for once I'd understand them better and could counter them more easily.
Before I start, anyone have tips on how to use the following in an optimal way:
Maxim spam (3-4 maxim opening)
Blobs (riflemen mostly, might try blobbing Pfuses also)
That thing where you use the OKW scavenger doctrine to nuke US bases
It's actually sorta hard to find examples of stuff like this on propagandacast or whatever but I'm gonna also check to see if I can find replays. Still, thought some wisdom from the ol' forums might help as well.
It's important that I do these strats correctly because I want to learn more about what beats them when done RIGHT. |
I think the ISU and the other super heavies have always been poorly implemented. Now, the Sturmtiger, that is a well designed unit. Massive power, massive drawbacks. If it were up to me, the ISU would work like the ST, except it'd be MUCH better (because it costs more). Basically a death cannon but with a really long reload time or something else like that to make it finicky.
And in my fantasy world the Elefant would get its range back, and then also a draw back, like, I dunno, it randomly gets engine criticals just for moving, or it can be decrewed with a molotov.
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Assault grens have their uses. They're good against rilfemen in early game if you micro them carefully, and the doctrine has tigers, so it stays viable late game, thus assault grens not scaling isn't an issue unless you build three of them. Try just getting one.
MG34 normal unit = no way, it's too big a change and not having a stock MG is part of the unique feel for OKW.
Volks scale into late game, get shreks, and are mostly just there to serve as support for the other, extremely powerful stock and doctrinal units available to OKW: Sturm pios, obers (stock), and then Falls, Pfuses, and Jaegers (doctrine). Volks being bleh is what balances out starting with an StG44 assault squad. If cons rush your volks, use Sturm pios as back up and make them wish they had kept their distance.
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It's fine the way it is, you all looking for the change are really looking for something like Men of War.
CoH2 is a WW2 themed RTS; it's not supposed to have much verisimilitude. It's somewhere between games like Star Craft and more simulation oriented stuff like MoW. Just enjoy the niche that it's in, and check out other games (MoW) if that's more your thing. Both approaches have their advantages.
I used to complain about 30 dudes rushing an MG from the front and just DPSing it down, but then I realized that gamey though that might be, it's appropriate for where CoH2 sits on the "gamey-realistic" spectrum. Games that focus more on realism can be annoying in their own ways. |
Well, Shadow, it seems your trouble is really that you don't have an RT teammate to play with. I actually have the same issue which is why I switched to just doing 1 v 1 because every other game involved my teammate dropping. Want to team up maybe? I'm pretty casual because I don't really care that much about this game, however I understand the mechanics and most of the unit balance, map control, whatever. Mostly I'm just not that fast at working the interface and multitasking. That said, I totally don't drop out of matches. My steam name is the same as my forum one. Feel free to add me if you're interested. |
Based on my observations of recent patches, Relic focuses on inter-faction balance and tends to somewhat neglect intra-faction balance, as they should. So they're concerned with making the match up between factions balanced, and don't care as much if SU-76, Ostruppen, OH T4 etc, are mostly unused.
It's a reasonable approach but IMO results in the game becoming more fair (which is good) but also more repetitive and thus less interesting. It also artificially ramps up the learning curve because players need to learn which units are randomly worthless.
Example: how is a new soviet player supposed to know that the SU-76 is worthless? It's impossible to learn this in game without getting stomped a bunch of times for building it, which is stupid. If they're gonna leave units that are so weak in the game, then they should some text in the description saying "the SU-76 sucks and you should only build it if you want the match to be harder." As of now I feel that certain aspects of intra-faction balance are so quirky that going online is pretty much required = not optimal game design.
edit:
I bring this up because I think OH T4 is basically fucked forever because it's so hard to buff it without making OH too strong. |
That explains how it got so far south. That's hilarious.
Hmm. So it seems I was half right, it's part feature, part glitch. Neat. I'm gonna use M20s way more and keep track of where I let the crew out. |
I thought vehicle crews were just intended for repairs? If they were combat capable as well, wouldn't that make them a little too good? |
I didn't suggest it as a way of punishing people. Just a way of making the game more enjoyable for people who don't drop. And I suppose you're right, spam.r33k, the game isn't stable enough for it yet. |