@EffenNewbie; So you are suggesting 12-13CP units costing 800MP-290Fuel as the counter to sim city which can be constructed 5 min in game? leIG has the same range as the pit, which gains vet in like 3 minutes and then it's invincible.
That level of brain functioning and communication would be acceptable if you were living in a cave far away from the civilized world, oh wait...
The JT is a counter to sim city if you haven't managed to take it down already, with any of the other counters.
I got the Advanced Emplacements commander as a random drop. When I started using it, my elo rating was around 250 in 1v1's. When I stopped, it was 500-ish. The counters that I listed were all ways that people wrecked my sim city (except that the JT was in a 2v2, not a 1v1). Building a 5 minute mortar pit is the worst thing you could do. You just gave up 2 units so any decent player will try to swarm it. If they take it down then gg. |
Unfortunately the layoff rumours thread turned to a spewing volcano of vitriol. FichtenMoped ended up locking it after Kyle gave an official response (probably because of the nasty vibes from the CoHmmunity).
However I found the content of Kyle's post a little ambiguous. His response to the rumours that a few devs had been sent packing, was this:-
"There have been some rumors of late that the CoH2 team would like to address. Although there has indeed been some recent changes to the team, rest assured these changes have had no impact on the current plans for CoH2."
But Kyle, what were the current plans for CoH2? What if they were to bring it to a halt from here? This is not a reassuring response. You are being circuitous with your language in a way that makes me and perhaps others suspicious.
I would have asked for further clarification in the thread that was already there, as mos eisley canteena-like as it was, but it got closed. So please Kyle can you tell us what these plans are?
Is there any further info you can provide about these events, as our community manager?
I think layoffs always happen the same way (having been laid-off myself a couple of years ago). The company won't say much, at most some platitudes about difficult times, caring for employees, etc, etc. The employees likely got a severance and signed a non-disparagement agreement so they won't say much either. Relic doesn't owe us an explanation and shouldn't say anything about those who got laid off.
If there are any future development plans for COH2 then it would be great if they said something about that. My guess is that revenues no longer supported paying as many developers as it once did. They probably wouldn't want to admit that so some additional platitudes would go out to the public. |
one of the two real problems with 3v3+ is the strength of heavy rocket artillery. they are borderline OP in all maps and outright broken in tight maps like 4v4 hill400.
other one, maps.
Even with the rocket arty nerf, it still seems a little too strong. In 3v3+, it seems like the rocket arty comes so fast that the games stopped being fun.
Most of my games have been 1v1 or 2v2 lately. My win ratio with all factions is about the same and when I lose, it really just feels like I was outplayed.
If I had a rant other than rocket arty, it would be that grenadiers are too fragile. They seem awfully prone to being wiped by HE Sherman, IS2's, mines, and grenades. I would much prefer that they be a 280 mp 5-man squad (even if the DPS per model was nerfed slightly). |
Thanks for the info , everyone who responded; it pretty much confirmed my suspicions. At the very least, I suppose it forces the enemy into building units they might not otherwise build.
I do sometimes build LefH's to counter them, and it is about the only time that I build those. I kind of agree with Spinflight about the use of emplacements. Once someone gets a counter up (like LefH), then hope that you've got your money's worth out of the emplacements. I've had games where my LefH got 40+ kills because someone tried to keep his simcity going, and ultimately lost the game.
In most games, I'll either build no emplacements or a defensive mortar pit that can barely reach past the VP (or other point) that it is guarding. Any more than that is normally a waste. |
Would it be a good idea to recrew an MG34 with Falls? Nice dps from the crew at all ranges
I played a few games where I recrewed maxims and mortars with Shock troops. It was somewhat amusing to see someone pop a Falls out of a building behind the maxim, then have to do a oh-shit retreat. Unfortunately, it costs too much, both initially and upkeep, to do it regularly. |
Mods on this site need to start cutting down the amount of useless shitposts on this site. OP makes a topic intending to spur balance discussion with some clear, succinct points along with explanations and literally every single post in this thread so far is absolute trash posted by what appears to be 13 year olds
No, the original post was a shitpost masquerading as something intending to spur balance discussions.
Emplacements have no counter? Maybe, other than LeIG, LefH, flame nades, flame pios, mortar halftrack, multiple shrek squads, JT, Elefant, etc ad nauseam.
Svanh did reply in a completely non-juvenile way. His reply was spot on. |
This seems like a weird question, but when is it appropriate to build emplacements with this commander ? In 3v3, 4v4, I feel as if building any emplacements immediately tips your hand, which prompts the enemy to start spamming mortars and ISGs. This pretty much spells your doom, unless your allies can take out the enemy support weapons. Thus, I feel like this commander is fairly easily countered by any Axis player who knows what they're doing. Kind of a one-trick pony.
It's only good on a few maps, and even then needs a word of caution. Emplacements don't seem to live long unless you have effective counter battery to help. Even then, the counter barrage has a 250 range, so you'll need smaller maps for it to be effective. If counter barrage isn't effective, then your emplacements will be just the speed bump that Spinflight said that they are.
Early emplacements get rekt easily because you likely won't have enough to defend the emplacement. IMO, they're better when you have the cp's for counterbattery
Even if you are successful in keeping sim city alive, there is still the tactical problem that your sim city isn't mobile. If you lock down one VP and camp there, while the rest of your team is outmatched on the other two points then you'll lose anyway. |
That's a genius idea!
I haven't tried the double mortar like some people here (with better elo's than mine). I used the pio to scout, tried to have the mg42 set up so that it would fire first (preferably from green cover), and used either grens or the pio to flank. I use about the same build order as GBPirate. I used to never recrew maxims, but found out that they work well against Soviets (especially when supported with grenadiers) and it was dumb to just give them back. |
Spam them back.
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The T34/76 is close to ok as is, and none of your suggestions seem all that great. If people are getting upset about the quick T70, a T34 that comes out 20 seconds later would really make people unhappy.
In 2v2's, it's still somewhat useful late game as a flanking and capping (with Vet 1) vehicle. Sometimes they're useful for hunting panzerwerfers, depending on how easy it is to flank on the particular map.
With most of the game set in late WWII, it would seem to be more consistent to have the T34/85 in the tech tree instead of the T34, but that idea has been tossed around a lot already (and ignored by Relic). |