Funny finding so much interest and support in a game that is literally about building a blob and running it into your opponents blob in these forums, where seemingly 95% of the people in these forums have voiced their frustrations about blobbing in CoH2 at some point or another. But eh, Grey Goo is a very different RTS than CoH2 and they can't really be compared, so that's understandable I guess.
I've watched a little gameplay of Grey Goo and have read all the information that was available on the game's website before it launched. I honestly was interested in the game up to the point that I watched someone play it. It is exactly what they say it is, a baby of Starcraft and C&C (probably more like C&C from what I've seen). Problem with that is those games have been done before, and there is really no innovation here. The CoH franchise appeals to me, and probably to a lot of other people, too, because it takes the focus away from all the macro (Base building and resource collecting) and instead allows you to focus on map control through the use of your units. CoH was the first game to introduce me to that concept, and since then, it is what defines a good RTS for me. I've found other RTSs that are similar (like Men of War), and also found them to be more enjoyable than the traditional base building, unit spamming RTS because I had already played and enjoyed better versions of those types of games, and pretty much have had my fill.
As far as playing this game competitively, sure, I can see that. In all honesty, for a game to be "competitive" it has to be stripped down and made to be bland and symmetric, that way there is no "RnG" or wildcards that affect game play (or, everyones favorite buzzword, it has to be in perfect "Balance"). This game is in it's very early stages, so I'm sure at some point those points will be looked at critically by both devs and the gaming community.
Who am I kidding, I only typed this up to bring to light the irony of the hype of a game about building blobs in the CoH2 forums. |
Wire me $300 USD and I will buy the "party favors".
Or use that money for an English class. |
Boring OP. Bad idea. Flaming those who disagree with you is such a tired, unoriginal thing to do.
Basically what I got from this was - "You know what would be a great idea? Adding even more balance issues by giving every faction their own snipers and mines.". Please, no. |
Rear Echelon: Rear Shitties.
Kubelwagon: N00blewagon.
Riflemen: Roflmans. |
And you're ranked within the top 20 for 1v1.
Yikes... |
okw is fine the way it is now
If you play OKW in team games, OPKW is very very very fine. ![;) ;)](/images/Smileys/wink.gif)
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Is an Angoville (Angosky?) remake. Please Onkel Santa. Thanks. |
Honestly, what can one do when they have been "Drophacked"? I just played a game where I was beating an opponent, he said something like "Time to stop nice person game" and minutes later my game froze. I thought maybe it was a hardware issue, or that I lost connection to the servers, but then I checked the other players profile and... Well, see for yourself: http://www.coh2.org/ladders/playercard/steamid/76561198105028196.
Would everyone agree that the number of drops and disputes this person has is WAY above average, especially for the amount of hours and games he has played?
And more importantly, is there actually anything anyone can do to keep these players from playing the game? Is there a cheater report system in place? Even if there is, is Relic actively looking for these players and taking appropriate action? |
Steam Alias: Please Call me Dad.
Steam ID: 76561197981621043 |
So, a real quick write up on how to execute this strat on Faymonville, specifically if you have the south spawn:
Start off by using your Combat Engineers to cap the point just north of your base (The one that connects mid VP to your base). After this have them cap the mid vp, and from there start to cap the resources on the left side of the map. only have them retreat if they start to take fire or they completely cap the left side. At that point, and only if your manpower can support it, build t2 for MG and mortar support.
At the beginning you should only be building conscripts. I make it a goal to get to at least 3-4 before I get anything else. Have the first squad rush the point that is directly east (right) of the left sides fuel point (this is the territory with the manor on it). Once you have this point and have relatively good control on this area, opt for Urban Tactics and make the manor your forward HQ. Resupport and move to cap the enemies cutoffs. After this point you may opt to get Molotovs and/or AT nades - If you have the resources and the need to do so, this is a good time. Hold this area for the rest of the game, preventing the retake of the cutoffs as much as possible.
Depending on how well you do early on, you may or may not have the manpower to support the purchase of MGs and/or Mortars. The MGs are especially useful at keeping the enemies troops from getting to close to the forward HQ and provides squads with low health enough time to back up to the HQ and get the heals and reinforcements they need. Mortars are especially useful for taking out enemy mortars and MGs, as well as harassment on the cutoffs. You'll want to move your MG to support your defending forces instead of leaving it in the building, if you can.
I'll usually get the command trees early Light AT as soon as its available for a couple of reasons: First, and most obvious - to help with early light armor. The second - to help clear obstructions from the field of view of the manor: Those trees directly to the east most specifically. This will help your MG squad, if at ever a time it needs to be in the building to see and fire on troops on the eastern cutoff.
At this point, if you've executed the strat well enough and have the map control to support t4, you should get a Kat ASAP. Only do this if you have been able to deny the enemy fuel for the majority of the game and/or have taken out his armor, otherwise a su-76 (for dual role light anti armor/arty) or a su-85 (heavy anti armor). Don't forget that you can use detect vehicles to determine the safest option at this point. Make effective use of booby traps on cutoffs and use incendiary on the enemies HQ if you have LoS and he is retreating his infantry.
Main points of this strat include keeping your conscripts alive with your forward HQ and avoiding retreat when possible. Keep at least 2 conscripts in proximity to the HQ at all times. If you notice the enemy building units to damage your HQ, prioritize those targets and take them out as quickly as possible (stationary targets like AT and Mortars are especially vulnerable to incendiary arty). If you have to retreat units, do not reinforce at your main HQ if you can help it. Run them back to the forward HQ to reinforce as long as there are no enemy units in your path. Always have one unit capping the map (the majority of fighting will be at your forward HQ, it is common that the enemy will neglect map control during this time). Harass, harass harass. Do not let up. Annoy the enemy with mortars, AT, arty, any indirect ranged fire.
This was a sloppy write up, but I hope it gives you the idea more or less how to utilize this underused commander. I've also had success on maps such as Kholodny, La Gleize and Langres. This commander should never be a "pick right off the bat" - it is very situational, and should only be chosen when your map control supports it. |