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Thread: Spamm or skill ?27 Aug 2014, 08:18 AM
Hey maybe next Brad Pitt movie "Fury" or so called will change some minds, people will start playing USF to control a cool Sherman tank! In: COH2 Balance |
Thread: Spamm or skill ?27 Aug 2014, 08:02 AM
The matter of fact is more that 80% of people want to play Axis first, whatever their reasons are. Now since 100% of that pool of player want to play the game, some of them just switch faction to have a faster one. So now the question is what is inside the "whatever reasons" that make them wanting to play Axis first. In: COH2 Balance |
Thread: My thoughts & ideas on Conscripts26 Aug 2014, 12:26 PM
IF conscripts cannot scale late game, why not giving them at vet3 the possibility to be replaced by a Guard/Shock/Penal squad for free or a short amout of mp. I mean, conscript that survive that time on the battlefield and gain that veterance aren't anymore conscripts but specialized squad. 1- This could allow Soviet to use other doctrines, if Shocks are reachable from another way than doctrine but still not spammable. 2- This is highly rewarding for the player who keep alive his squads but doesn't bring that much balance issues. 3- We could decide, according to balance tests if the squad become a shock/guard/penal squad vet0 1, 2 or 3. If we add a short cost for the "transformation". anyway, that could bring some interesting gameplay, suprising Axis players with a squad that normally the Sov should not get according to his teching/doctrine. In: COH2 Balance |
Thread: What should Relic do to increase allies-players?26 Aug 2014, 08:56 AM
3vs3 and 4vs4 allow to specialize yourself in a sector of team play, capping, resource generation, inf, support, tanks etc... The problem is by game design, specialized factions are Axis one. So they benefit more of it than USF and Soviet ones. If you can found some synergies in a mix of Soviet and USF, this is definitively not the case in USF only in a 3vs3 or 4vs4. USF/Soviet need more synchro and knowing what each other is doing between players so the gap tend to reduce when having a good understanding of his faction and playing AT matches. But still, the investment is higher to reach that team skill level playing ally. That's why you see more people playing Axis in those match-up, cause it is simply more intuitive, less stressful, you always know you can comeback if you hold the minimum, same if your opponents are a bit more skilled. The underlying problem with that is less and less people will play Ally at random, because you get mixed with people with complete different level in order to create a match with that poor players pool. Who likes to be associate with what he estimates to be a pure noob or being in a game that is completely higher level than his. Nobody, not fun at all. The counter part is that as a team playing AT, Ally players will tend to win more games simply because they'll raise their skill faster (more games, more stressful at equal skill level so learning more and faster...) and since Axis playing those match-up only see their own face of the coin, they tend to believe that factions are, at least, perfectly design, or that Allied factions are broken in those game modes because they get rapped when before being able to call their heavy tanks. when in fact they are just playing better players for their skill level. 1vs1 is almost balance in term of player, we can definitively argue that the 60/40 favoring Axis faction is due to faction design, playing badboys etc... 2vs2 requires less specialization, both players need to control ground and points and push. Here again Axis design favor them but a good mixed push from a double USF can also make the difference. But still, I believe at equal skill level, playing Axis gives more natural advantage than playing USF/Sov which are really specific play styles. Argument of playing badboys etc... cannot alone explain the usual 80/20 Axis/Ally in queue. In: COH2 Gameplay |
Thread: Suggestion: Attach Call-ins to Buildings/Tier again.25 Aug 2014, 21:34 PM
Why don't you link the popcap to the territory hold? Just make sure it isn't possible at all to only hold 1/3 of the map and still be able to call-in super heavy. All those issues are link to that "easy" popcap and upkeep design. And was mitigated in vCoh. There are some other ways to limit call-in link having a Victory point cost per call-in unit, make Tiger/ISU costing 100 victory points and you'll definitively see less of them in hands of bad players. You can also do the same with E8 and all other med-tanks with a cost of 50 victory points per tank and all other freaky small units like falls/vetted rifles etc.. + dodge and mech troop cost 3,5 or 10 points. In fact I don't care, the only unit I call-in is the dodge for the rest I'm 100% with you, call-in meta is an issue. Edit: Coming back to popcap, you can link the call-in to territory hold. It was use in Sudden Strike game. You must hold 2 victory point for 10 or 15 minutes (not in a raw) to be able to call-in med tanks and 25 minutes to call-in Super Heavy. In fact, CP aren't really working today cause they were design for vCoh meta, which isn't anymore the same than Coh2, so it need to be changed to something that has a cooldown or a timer linked to the game victory process, not anymore a timer independent of it like are CPs. In: COH2 Balance |
Thread: Achievement gained WarSpoils.25 Aug 2014, 12:30 PM
War Spoil system is actually a joke :/ They could have imagine great stuff from Coho experience with bulletins and commanders options, but they just design the baddest system, maybe because it was the easier one to put in place. In: Lobby |
Thread: What should Relic do to increase allies-players?25 Aug 2014, 07:36 AM
I have been playing some games this week, only ticking 1vs1/2vs2 as USF and the ratio never barely went under 70/30 each time. In fact, ticking only 2vs2 make the ratio going really high between 80/20 90/10 while 1vs1 is almost always around 60/40. I never play with more players but 2vs2 match-up already shows the gap in faction preference. In: COH2 Gameplay |
Thread: Elite OKW infantry able to spawn behind enemy lines24 Aug 2014, 16:57 PM
As an idea to not nerf them directly but to disable some playstyle, just forbidden to pop them in a building that isn't in the enemy fog of war. so they can still be used to decap and harass, but not to popup in the middle of a defensive line. In: COH2 Balance |
Thread: Elite OKW infantry able to spawn behind enemy lines24 Aug 2014, 12:41 PM
Falls allow that OKW to just not care about flanking. Front blob on - try to push - try to push. doesn't work, no problem try again and pop up a falls squad just behind the defense line, carnage everything, retreat them vet1 and finish the defense line with the blob. GG you won! In: COH2 Balance |
Thread: OKW Puma22 Aug 2014, 06:58 AM
OKW does not need to invest fuel in any dedicated unit before the puma, their infantry is enough strong and versatile. You can easily have a mix a sturmpio + mg34 + falss/fusiliers + volkshreck with a raken behind to counter any USF/soviet early strat. Since all those units are from T0 or call-in, the fuel investment in it is pretty much equal to zero. Soviet and USF have to invest in some fuel sink upgrade to maintain a field presence. M3 + doctrinal jeep Basic squad upgrades for bars and nades + medic for USF In: COH2 Balance |
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