It's so inaccurate, it can't even kill a stuart reliably even if you give it 5-6 shots. And its rounds don't do much damage against infrantry either. Would rather have the Ostheer PIV given that the OKW PIV is so damn expensive. |
It's just sad. They should just revert the game to when win rates were balanced before the AEC car. As it is, it's just kind of a joke.
PLAYTEST YOUR PATCHES. |
Doesn't seem to be a problem in 1v1. In team games, I wouldn't know but they really don't deal damage very well to infrantry if at all. In 1v1, for example, conscripts and other squads can just run up to them and sticky without losing a model. This is still the truth post patch. While playing ostheer I just enjoy being able to flank half traks and other early vehicles and be rewarded whereas before the 222 was useless and would just get one-shotted or spin around and die. The hp-buffed 222 adds a lot more interactivity.
The video shown a few posts above is kind of a joke since it's a team game and the other group had bad combined arms.
Even so maybe a mp boost to the cost would make sense with the hp change. 200-220 mp instead of 180 makes sense and maybe a slight fuel cost too.
222 was so cheap before anyways but it didn't do very much so even then a lot of players didn't make it. Now that it seems to have increased in usefulness a lot, tweaking cost a bit seems more in line. As a balancer, I would just want units to not be spammable and promote combined arms usage as a sign of balance. |
It's actually a huge thing as Relic has never been very good at map balance and most new maps are awful. Just look how long it took for them to make maps like kharkov relatively balanced. Literally over a year for most maps.
I don't have enough vetoes for all the shitty new maps. |
All abilities and units that are in tier 1 and tier 2 should not be able to one-shot full-health squads. PERIOD. Demo satchels by people abusing their ping has to be one of the most aggravating thing about this game as well.
Mines or 120mm mortars one shotting in the early game is some grade-a nonsense. Forcing a retreat early on is already a painful loss in addition to losing most of the models in a squad.
The RNG they put into this game is ridiculous when its all-or-nothing rng that wipes squads. It only magnifies the performance and design issues this game has. There's nothing more frustrating than to have the game be at 2 second input lag because of the engine and latency and losing to a squad-wiping ability. Or having your squads bunch up because of sticky movement towards cover to be wiped by a mine.
I wish relic would reward higher-micro gameplay more.
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Just lost a game to a brit exploting arty cover. Even though it is being patched on the 25th, I have to say they really don't care when they introduced such an absurdly skilless and broken ability into the game.
Other annoying things like 120mm mortars being able to wipe full health squads in green cover too and mines wiping full health squads are pretty fail game design too.
And all the micro-stutter in this game. I'm pretty sure it has to do with the truesight system having to constantly recalculate vision on units. The first game always had beautiful battles with well-timed flanking and use of abilities. This game is such a stutter fest if you want to do a skillful strategy like that; it's literally all about blobbing or abusing awfully designed mechanics like arty cover.
It's sad. Micro really seems dead in this game, even at the highest level of play. |
Really curious ... because given all of their changes it really seems like they don't. The pathfinding change is just the cream on the cake of their anti-micro focus. Not only does the pathfinding right now take control out of the player's hands, it responds terribly to additional input. In most games you fine adjust your units by cycling through them and giving them more commands. If you do that in this game, you units spin in place and models get stuck and rotate in bizarre directions. |
The engine is just bad. It microfreezes constantly. It gets worse the more units there are on the map so I assume it has to do with their truesight system calculating.
Combined with the high input lag in the game, the high lag you get from a player base dispersed around the world, and the awful pathfinding/unit movement; this game can be an exercise in frustration sometimes.
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Why is the british incomplete sandbags bug still in the game? Players should have to commit some decent amount of time if they want to block off areas. Is it intentional they be used in the same way as wire to block off green cover for the enemy?
And why can enemy forces not occupy british trenches unlike ostheer trenches which can be occupied by the enemy? Not only does it not make sense from a logical perspective, it's an irritating playstyle. Is this intended? |
1) Relic rarely seeks player feedback when releasing patches.
A short beta would've shown the AEC car change to be the huge joke that it is. But instead, they just patched it and we have to wait months for them to fix their mistakes.
The better patches that relic released had beta periods and more player feedback, but that's rarely the case in COH2 history.
2) Relic doesn't seem to value interactivity in gameplay, seeking quick fixes by making overpowered auto-win abilities, auto-targeting abilities that counter everything and designing overpowered vehicles that counter everything.
Arty Cover and AEC are huge examples of this. The AEC literally counters everything. Arty Cover counters everything. They've made mistakes of this nature before with bozo moves like howitzer supressing and Centaur insta-degarrisoning buildings. For god's sake there is still deep snow in the game even though they've said they've removed it. It surrounds the buildings and is all over existing snow maps. Snow in multipayer was the antithesis of fun. Mines wipe full-health squads instead of damaging them and suppressing them like the original game. It goes on and on and on ...
Super tanks are on the edge of this because they take so long to get and come so late and do have a lot of soft if not hard counters. But stuff that comes earlier is just ridiculous.
And in terms of interactivity micro in this game has always been a pain too and changes to it have added more complicated code so that units auto-move and auto-cover. What?
Relic seems to not have a vision and big picture of game design that wants to make a FUN game overall. They seem to want to help weaker players keep playing by putting in more RNG and more OP strategies from commanders they can buy and exploit. Why not have a game filled with more specialized early units that have hard counters so that any surging "op" strategy can be solved with a meta shift in terms of commanders and tiers selected? This would make people buy commanders anyways to beat the meta.
And apparently calling a developer "Fail" is "defamation." Who knew? |