Who's the scrub, the guy who pops red smoke for a big airplane to come or the guy that sticks around to get strafed WHILE being pinned by MG or getting mortared or shot at
unless it's on a noob map like road to kharkov it's 100% dodgeable unless you like to hang out on the edge of maps when your enemy has CAS doctrine
like i said, what kind of player can't dodge in these giant maps like lierneux? pls
The guy who pop the red smoke of course! |
it cost 40fu, you better invest them in something else in mid game. Not saying it need a cost decrease just that you usually can't afford to call one unless you develop a specific strategy around it. |
CAS strafes are easily dodgeable only if the Ostheer player is a complete noob not using combined arms.
Now dodging a CAS strafe supporting an attack isn't really possible, or its call full retreat and losing map control and probably the game. Same goes using strafe to counter an assault, you launch your strafe on your line and see all Allied infantry or retreating or being pinned and raped by MGs/LMGs.
It would be fine if strafe had a strong cost but it doesn't, in fact you can still build tanks as the fuel cost for conversion is really small and at the moment your army is fully equipped with LMG/Shreck and chock points mined, you can either decide to use strafe or to build tanks or a mix of both (imo the best option).
Now, the result isn't the same in every game mode, in 1sv1 since there are less resources, you can't use it as much as in any other game mode, but same goes for all abilities.
I think the problem is really the conversion, too cheap for what it provides in large game mode.
And it meet another idea I had around it, to reduce any resource incomes in large game mode. |
Not sure of blob, spam T1 units is still really used. Rifle/Volks/gren/cons+guards are reliable units that can be spam.
I think you need to take in consideration the different moment you usually win a game.
Early game: Yes it is strongly possible to win a game during this period. A good move overwhelming your opponent and losing a key unit can make him surrender. So to make sure you don't lose your key unit, just don't build it and spam your usual squads.
Mid game: No, it really unusual to lose a game during mid game, to surrender because you lost a light vehicle. Its kind part of the meta, at some point, to lose your light armored stuff. flipping the coin, your T1 units usually have all the stuff required to soft counter light vehicles and let you stall till late game.
Late game: Comes too early, too accessible, too powerful compared to stock units, so better wait 5 min more to get a tiger/IS2/panther than building midgame stuff that can't do much vs them.
The good news is Relic is aware of that and the next patch should bring some modification. |
2RE into 2Rifles, lieutnant, m20/halftrack (I build both if the map is ok for), zooks(on RE), BARs.
in the middle of the BO, you build another rifle and place an emplacement to cover a side of the map. its really map and game dependent.
I use this BO with armor company and usually don't go for the major before really late if the game last long. I pump 1 m10 at cp7 and leave it in my base if there is no tanks so the CD ends and I can pump a 2nd one if an early panther point his nose on the field. Exception if I detect an Ostheer going CAS, I'll go for the major and pump SCOTTs.
To play this BO, I don't send RE squads to cap fuel or ammo (unless they are safe like fuel in semoisky summer) but to cap all normal territories + VPs. I cap 4 neutrals first and use rifles + RE to push after on the fuel/ammo.
Quickly Capping 4 neutrals gives you around the same amount of fuel than capping 1 fuel. Usually you don't have troubles to cap your fuel point after 4 neutrals, the real threat is a fast kubel to your fuel or a fast MG to your fuel, but it means you can go directly to his cutoff.
I tend to send RE in each side of the map so if one meet an early undesirable, I can still cap around with the 2nd one.
From the logic to send both RE on each side of the map, try to combine to attack both fuel point at the same time, if your opponent is that them or want to counter you, he'll have to divide his troops.
This strat works better vs Ostheer indeed, but I like it vs OKW as well.
Don't queue cap too much at the beginning, RE are really fragile, its better to micro them a bit more than losing one in the first couple of minutes. |
But this stuff averages out. Just like coin flipping, the longer it goes the more likely it is that actual outcomes converge on the aggregate. All it really means is that the game doesn't run on rails, you are forced to adapt to unexpected circumstances. But seeing as this applies to both sides, it's still fair.
And anyway, you could similarly point to infantry shooting at the last model in a retreating squad: that's also random, and it can also result in a wipe. What's the real difference?
I really don't understand this objection. Look at poker, there's a game with a high degree of unpredictability, but it is nevertheless a game of skill, with great popularity, and on which big money rides. Randomness simply isn't antithetical to competitive gaming or sports; it's just an aspect of the game that you have to work with, or around.
Poker isn't RNG, its probability with a set of pre-define cards. Here again there is a range, there are only 4 aces, not 5 or 6 depending of the game's goodwill. In Coh2, there are as many aces as the randomness let it, from 0 to infinite. |
I've never said CoH2 has more RNG than Dota 2; in fact, I firmly believe the opposite. I simply mentioned mundane details in order to cover my bases.
A plane falling on a squad is just as extreme as a PA blinking on you and happening to one-shot you because of a lucky roll. How do you prevent a PA from ever blinking on you? It's impossible.
But regardless, you can play up a hero's weaknesses and beat, for example, the PA before he has a chance to reach a point where he can deal serious damage even if he does get lucky. This is easier to do in Dota because there are far more options than in CoH2 and because it's a different type of game with a different flow of gameplay, but it's still an important point to note, and would've made a much stronger rebuttal than what you offered.
Still, there are a ton of random elements that can have an impact on the game equal to that of losing a squad in a game of CoH. Missing an uphill attack on a carry that would've secured a kill can be a major turning point in a game. So can picking up a lucky rune and using it to get a few kills and win a lane. As a jungler, your camp spawn luck can have an incredible impact on how well your game goes; get all Centaurs and Hellbears as an Axe and you're pretty much fucked, same with not getting Wildwings or Trolls as a Chen.
You're right, when it comes to hero-specific RNG in Dota you do have a little bit of control over the outcome, though it differs depending on the situation and the heroes and items involved. But there are still elements of Dota play that have serious, far-reaching consequences on the outcome of matches despite being entirely independent of player influence.
You cannot seriously compare RNG in Dota2 and RNG in Coh2, in Dota2 as you say there is a range and each ability can be countered by the right item. PA auto-attack, powerful as it can be is countered by a simple scepter.
Now effectively if one team is snowballing I'm not sure we can talk anymore of RNG. There is no RNG if you're still T1 out of fuel when your opponent build his first T4 unit.
Same goes for Basher, basher doesn't kill anybody and if you have 0 dps item beside, basher isn't going to kill a heros by itself.
if RNG weren't going further than miss or hit and a range of dps per hit, the game would probably be more boring to watch but more competitive to play.
The problem today is the range goes from miss to wipe. make it goes from miss to half wipe a squad or 3/4 wipe a squad and that's it.
Many people are complaining about the possibility to one shot a squad but completely forget that the same unit wiping your squad may have shot 4-5 times in a raw not touching at all your squad and the last shot wipe the unit. This is the core issue in my opinion. |
SC2 is very small compared to most competitive games these days.
Dota 2 is entirely RNG; the damage of every single attack is randomized in a range, many heroes have abilities that rely on RNG, a few heroes are designed entirely around RNG, many items add random chance for crits, bashes, evasion, damage block. Oh, and this year's International already has a prize pool of over $10 million with over two months before the main event.
CSGO, another extremely successful competitive game, has RNG on every shot you fire, insane RNG on shots fired while moving, and extreme inconsistencies with grenade damage.
The most successful competitive games today have insane amounts of randomness. Randomness is not the reason why CoH2 isn't a successful competitive game.
You stated it, "in a range" and it makes all the difference between RNG in any other game and RNG in Coh2 where there is no range at all. Put a range and you remove definitively full health squad wiped by a single shot and at this moment RNG becomes more manageable. |
Except you know that's not true. We just can't talk about it.
The LefH and ML-20 are mediocre garbage, and both fulfill fundamentally different rolls than a Stuka Zu Fuss does. The Stuka Zu Fuss is an assault weapon, it's meant ONLY to soften up any fortified positions and stop support weapon spam, it's not an area denial weapon because it lacks a constant barrage over an area.
Every time someone has said "nuh uh by Relic will never..." they have always been wrong.
The real face palm is paying for WFA and then never playing one of the faction's don't you think?
No, I play what I like and OKW gameplay isn't something I enjoy to control, but it doesn't mean I want heavies/stock elite troops for USF to rulezzz the game like you do.
That the fundamental difference between you - and specifically you - and the rest of the community here. The community wants a more balanced in the game between factions when you only want more power for your faction. You can claim this only for the sake of diversity you want that stuff, but honestly after 2740 messages you are not fooling anybody anymore around here.
Dont get this wrong, of course there are other people here asking for incredibly unbalanced stuff because they are angry with their recent lose. But you are the only one that always comes here to support them if they are asking something in favor of Axis, with false stats, false numbers and false statements in a way to prove that 1+1=3 and so it is right to claim this change. |
Except there is nothing in the rules books that says "No Heavy for USF".
This is a common thought trap people get them selves into, just because a faction doesn't have something doesn't mean that faction can't be allowed to have it. But considering you have all of exactly 3 games as OKW I'm not very surprised you think it would be a nightmare to balance.
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