That was funny, realy. |
So that it means 80% of doctrines are screaming "I'm going to loose" or "you are so bad at this game that I can beat you with partisans/tank hunters/NKVD/con support/whatever".
And soviets stand up in current meta almost exclusively because of armor and infantry call-ins.
Soviets are meant to SUPPLEMENT TIERING CHOICES WITH DOCTRINES(I went T1? I suppose I need guards/M-42/120mm to fill the gap, I went T3? I'll probably need heavy armor to hold off or break through).
Not to REPLACE STOCK UNITS WITH DOCTRINAL ONES BECAUSE FIRST ONES SUCK DONKEY BALLS(tiering? Why? There is nothing there that would justify spending even 10 fuel for that, doctrines provide all what tiering does, but better and more cost effective, snipers and AT guns being often mandatory exceptions).
So basically you rant because of soviet faction build. Waaa... I don't like it. So what? That doesn't mean soviet faction is not powerful. It doesn't mean that they cannot crush any Axis army/combo. They have answers to everything, they just need to pick the right doctrine when the time comes. So the simple argument - I don't like this because... I don't like it - it's not going to work. Try some Ostheer games and see what the other way means and see if you "like it". Oh shore, you have options, you can make beautifull combos, hundreds of tactics and in the end.... you lose. Just lol. |
USF has both, ambulance and M3.
Doctrinal?
Problem with forward points is that foments blobbing and reduces effectiveness of forcing units to retreat. But this is how they were designed :/
On the meantime, i would rather improve counters (LefH and Panzerwerfer) and maybe give some options on the doctrinal units in the case of Vcoh2. Example:
-FHQ
-Replace vet1 (medkits) Arty field officer with a muni ability (something like an AoE on me retreat).
-Commisars.
Although the advantages of retreat points on the front on larger modes remains the same, due to size of the maps.
Kinda agree with what you said, especially with the part with improving counters. What artillery ment in vCoh and what it means in COH2 |
At least, you will be able to micro more with OPKW to see who is really a better player. Cheers to Axis only players!
That is where you are wrong my Starcraft APM 100+ friend. COH2 is not only about MICRO is also about BRAINS and God helps it stays that way. So, you see, in this game the one with better micro won't always win - and it should stay that way. After all, that is why we love the game and that is why even in its worst state is better than SC2. |
To bad Peter doesn't work at Relic anymore.
The chance of Soviets receiving a radical redesign is exactly zero, they would buff the stock units but that's about it.
Umm... pardon me, but I fail to understand why the hell people are so displeased with soviet build. So they are call-in dependant. So what? They are the best army in COH2 right now, have all the options you can think of and counters for everything. Ostheer would pay gold to have such power. |
Now, I personally like the different flavours of each faction, and it's nice to have OKW differ in this aspect. But you can't really complain about forward positions being exposed to artillery. Yes, we know they are. It's because you choose to put them there even though you could have put them in the base and still be no worse than all other factions.
I fully agree with these sentences. I never complained it's so hard to use forward retreat points, and they are contributing to army's "flavor". What I said is that we should not exagerate their utility to the point we label them as OP or game breaking. |
Troll topic.
We suppose to believe all these just because someone wrote them lol.
Anyway OP is no better than Krupp steel fanboys because he is a Krupp steel hater.
P.S. Really liked that 300 meters stuff, I loled my ass of. Like in open ground shermans and T34s were able to approach at 300 meters of a Tiger tank all day long. Just like that "scary" happening with a Su-27 that flew over an american destroyer jaming its comunication starting from 150 yards distance. Double LOL. |
Well its your opinion that its "unfair" not everyone elses. So either take steps to deal with it in game, change faction, or go play something else you think is a better RTS.
+1 to that. |
After few games and replays you know exactly where to put forward retreat on each map.
Not quite. I bet your actual positioning can be improved, for instance.
Off maps or arty will do nothing to retreating units cause during retreat when You expect strike you can cancel it so units will retreat to base.
Aham. After balistic bombardement whiped your almost entire retreated blob, you can cancel it, no doubt about it
But it's clear for me I can't add anything to make you admit this so I'm quiting this pointless debate.
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To me it sounds like either you get only advantages or you're just an inexperienced player.
I don't know, you seem an inexperienced player to me, if you can't see the disadvantages. |