LMGs are just coming too fast in the game and aren't dictated by any strategy.
In vcoh, lmg42 were locked behind grenadiers and really expensive, like actual pgren with double shreck.
BARs were also locked behind a strategic choice, or you were going garage and a fast m8, or unlocking general BARs.
Today, on a Ostheer vs USF matchup, you got expensive Rifles doing the job vs cheaper Grenadiers until Ostheer reach T2 (so around 5 minutes) and then, if you don't buy BARs, your expensive Rifles are suddenly worthless vs those cheaper grenadiers getting lmg42 upgrade. There isn't anything strategical in the decision making, the game ends around 5 minutes on a LMGs fight or you lose. 1 side get them fast and fuel free, other side for 15 fuel.
Relic simply designed squad upgrades the wrong way. SMGs upgrades should have been 1st upgrade available in game forcing people to use them on several squads (but not all) and apply strategy and tactics to take advantage, like volks in vcoh.
And next, only around T3 unlocking LMGs when you need to micro much more units on the field and only SMG micro is too much taxing your general gamplay.
Of course, it isn't difficult to see why they made this error, original Coh2 design is based on Sov being strong short range from T0/T1 (remember shock troups were Cp1) vs Ostheer being based on long range fight in oposition (Lmg available T2)
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Thread: CieZ's State of CoH 2 - November 1, 20152 Nov 2015, 17:09 PM
In: COH2 Gameplay |
Thread: replace the volks schreck with mp44+faust.1 Nov 2015, 16:00 PM
then you use the stuff provided by the commander. How do you do with allied factions? they don't have stock elite infantry. In: COH2 Balance |
Thread: OKW Infantry versus American Infantry(Rifles)1 Nov 2015, 10:43 AM
I have the impression people are looking for a unit or improvement that would win for them the game. Volk aren't mean to be strong ai, they are mean to be cheap meat shield. And you use them to cover your elite infantry. early Sturm, mid whatever doctrinal, late obers. Now many people simply forget to put that elite unit behind them, they just spam volks until rifles/IS are well fed and vet3 and your folks just trash. Lets also not forget that in addition you have very strong anti infantry vehicles to help you. The other fact onw players forget is the trucks. They are the only faction that can deploy their truck wherever they want. So of course they must do it and its a double edge sword. But which other faction can secure 1/3 of the map with an early panzer hq? So in my opinion the ammo/fuel starvation is a false excuse, okw can secure and at the same time harass fuel/ammo much more easier than anyone else. If ammo is now so important, maybe just deploy your hq next to a munition point and not only and always fuel/victory. In: COH2 Balance |
Thread: Is it just me or hmg.50 get really good?31 Oct 2015, 15:43 PM
I can't say for the dhsk but since the hmg stat normalization in the last patch, I have the impression .50 works far better. In: COH2 Gameplay |
Thread: Patch notes 29 Oct29 Oct 2015, 16:18 PM
Put a 10 000 euros price for a competition and diffuse it on the international e-sport media and you'll see coh2 popularity raise like rocket. Maybe not for a long time I concede. Money and advertising investment are the tools to make something popular. I'm not even saying a game, I say something. @Trubbbel, if you want to improve in teamgame 3vs3 and 4vs4, you must improve your teamplay and personal skill. For this second matter, playing automatch 1vs1 is the best training you can have. Now I can also understand you don't like it. In: COH2 Gameplay |
Thread: Relic Stream - October 2829 Oct 2015, 08:28 AM
1- Hetzer high popcap is probably a way to mitigate recoup loss. So you can't have a super big blob + hetzer + tanks for "free". If you want to maintain your blob, you'll need to spam more recoup loss so to use your ammo and probably convert your fuel, so to delay your tanks. Each player will have to find the perfect balance between each of them. 2a- With the nerf of the global flam damage, a sturm flammer (no need for 2) is becoming much more interesting than spamming volks flamnade. for the cost of two flamnade you'll have a persistent flamer (up to you to not lose it), much more resilient with vet, you'll lose less munition at throwing flamnade dealing too little damage. 2b- OKW players are well known to cry because their beloved sturms become useless after 5 minutes. this upgrade will let you going safely 2 sturms start for a maximum early impact and dedicate one sturm to repair and the other one to flamer support for the rest of the game when their fighting superiority goes down. 3- Munition salvage at cp0, no need to explain how important is this ability in the context of the commander 5- Rocket Barrage is perfect if you decide to not spam and blob and so not use Recoup Loss, the doctrine gives you the munition salvage ability and you shouldn't be poping more than 1/2 sturmflammer in the game, so 200 ammo isn't a big deal. I find the commander balance in fact, Dedicated in AI + a good arty barrage. It lacks of AT ability make it balance in my opinion. The next interesting question are what can counter an early hetzer, the unit has a good armor, enough to deflect ATGs shots. In: COH2 Gameplay |
Thread: Your opinion on the state of the 22228 Oct 2015, 15:14 PM
222 counters units that aren't meta today. But it doesn't mean it is bad, just build 2 of them and use them in pair. In: Lobby |
Thread: Patch notes 29 Oct28 Oct 2015, 08:26 AM
lol are you playing 1vs1 to impress someone (except your ego?). How can you even talk about personal skill and at the same time whining ISG now requires more skill and isn't anymore a let itself win the game for me unit. Whats tunnel visioned is people who only play 4v4s that can't possibly manage to micro more than 2 units at a time. Mote and Beam like said Jesus long time ago. In: COH2 Gameplay |
Thread: USF + Soviets 2v228 Oct 2015, 08:06 AM
It works if the rank/skill symmetry is respected. But if the game turn to be rank600 vs rank100 / rank100 vs rank600 the game is going to be decided by who's between rank100 going to stomp his direct opponent first before helping his mate. In your case, it has little impact because both you and your mate are good so anyone of you can face any opponent. In a new team when skill gap is important between both players, it is preferable to go for teamplay rather than waiting to see who's going to be stomp first. Anyway, going side A + mid or side B + mid is never a bad option. it let you control 2 vp + 1 fuel + 1 ammo early game, and when it's done, you switch on the other side. |
Thread: RNG27 Oct 2015, 16:41 PM
Since RNG Gods are blessing everyone equally (so far), it is relatively equal, but it doesn't mean it make a match fair, it means you'll lose and win equal amount of match because of it, now you can see it or not, you can even name it RNG or not, as you say it a matter of interpretation and preferences. You can also add skill and game mechanism awareness to force your chance and opportunity to turn a situation at your advantage and so make it less RNG only decision. There are always momentum, when you are low in chance or high, I think it has a name in poker, but don't remember it. In: COH2 Gameplay |
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