Yeah ok, and in coh 2 you can easily tech to lieutenant and get a 0.50 cal like 4 minutes into the game.
There are plenty of early game options as USF (doctrinal) assault engies, WC-51 (0cp), pathfinders and vet riflemen (this one doesn't really count though)
Coh 1 doesnt have this.
Basically, coh 1 had more non doctrinal options, coh 2 has more doctrinal options. I believe this is how relic designed coh 2, and this is intended.
Thank you for your responds, is this you Cheese? WutFace
Anyway, sure US has plenty of options if you look at it that way, but the usage of those units are like exactly the same. Only Assault engies got somewhat a different usage in being able to place demoes and have a flamer lol. But RE's have half the abilities that Assault Engies have.
M20 = wc51 + pathfinders combined lol. Pathfinders can scout, wc51 has the 50 call. M20 literally does the same.
And of course this is how Relic intended US, but it promotes blobbing and spamming of 1 type of units that can carry you through the whole game. I think Relic intended wrong imo.
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LOL Sleeper 10/10, I'm dying.
Anyway, i just feel at one point for US, teching is a bad choice, it doesn't make sense to back tech to captain when going Major. There's no way you're going to cough up 480 MP for a howie late game and besides, Major has the scott that's 2 roles spread out over 2 tears. Rifles die like flies late game and bleed you. It's like you get punished for opening with 4 rifles and preserving them. Sometimes I'm just glad a rifle Squad gets wiped to save popcap and get less bleed for a faster Sherman.
Look at how sprice plays, only rifles and going straight sherman or easy8. How is that combined arms and imo it's the only way to go. Let's say sprice made a how or even at gun or m20. Useless pop cap that would bleed him out.
I Wish USA was more like Soviet i even like cons better then rifles lol. |
your pretty much just preaching to the choir at this point lol.... I dont think anyone will disagree that both WFA factions are poorly done.
I guess you're right sigh, I hope the new factions will be done like Sov/Werh. Not another unbalanced blob fest. |
Hey guys,
IMO Sov and Werh are in every way better designed and have more options for early, mid and even late game.
Allow me to explain, Soviet and Werh both got the most early game options. Flames, mortars, demoes, AT only mines, AI only mines etc. Even unit wise they outnumber WFA factions with fast acces to HMG and mortars. In exchange there stock units are not strong but get better with vet.
With the WFA factions it's way different. US and OKW have no non doc early game flames, mortars, demoes, AT only mines etc. In exchange there stock units are for US the strongest in early game but forcing you with 1 option (rifles) and OKW has got strong late game stock units that scale with vet.
I don't understand that both OKW and US get strong stock units in exchange for less units. It forces them to blob and throw games when they lose certain units.
Buildings are a hard to take down for OKW and US, the only early game options are nades. Flames are doc and the Howitzers arrive late. The only way for US and OKW to win early game house engagements is running there first cause they start off with T1 already unlocked and get a couple seconds head start with units.
I would suggest nerfing stock units from US and OKW in exchange for early mortars and flames. Both the WFA factions are to much glass cannons. It's like they removed alot of units from the WFA factions and put them in docs.
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Cutoffs hard to reach in 4 vs 4 maps, tough to deny fuel to axis. I would love that changed. Maby more early game non doc options for indirect fire/building counters like flames for US/OKW. The howie from captain tear US arrives really late and let's not talk about the nerfed Scott Howie. I just think they're to linear in play.
WFA Factions -> To few units which are to strong stock in the time that they arrive. Nerf units give more options, force playings to go combined arms like Werh. Werh is just such good design imo. I liked the combined arms that OKW has with the recent nerfes. Just forced them going combined.
Teching to LT then Captain is suicide for US, even werh can get faster tanks out then US if LT > Captain > Major.
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No worries OKW players, you still have scavenge doc with elite infantry and Ostwinds who perform really well vs inf. Just spam alot of infantry, tech to puma only, you don't have to have mapcontroll all game. Then call in an ostwind, wich OKW can call in because even without fuel income they can skip tech and carry with infantry.
Then spam 2-3 rakketten, destroying US tanks in 2 volleys without even shreck support. Then finish them off with Ostwind cause it can pen tanks reliable.
After that just watch the opponent rage because he outplayed you all game and only because of faction design you won.
See? you don't even need Obers, welcome to COH2. |
Hey guys,
I need partners as well to practice 1s. If anyone has time add me on steam. Looney is my steamname and 76561197978754992 is the number.
I'm from Europe, I hope some will add me! |
Its pretty simple, you dont like RNG your playing the wrong game. If you want it pre caculated with no "Randomness" then starceaft for you
Don't get me wrong I love RNG, but it's just IMO a little to much. Again I suggest toning it down to a more fun level. I appreciate your tip about Starcraft though.
I think more people feel frustrated by that 1% health tank getting away and that full health squad getting wiped by a howie shot.
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Hey guys,
Thanks for the responses!
I have to clarify though that I meant "toning" down RNG not remove it completely.
That way you don't "fear" the RNG because it happens frequently. It'll be those "wow! I'm not even mad that was awesome!" moments you only see very few times. |
Hey guys,
The heavy RNG in COH2 is making it frustrating to play. Don't get me wrong I love those moments of RNG, but ATM RNG can get "out of your control" micro wise.
Allow me to explain, IMO there are 2 issues RNG wise.
Axis side; INDIRECT FIRE like howitzers, heat rounds, mortars and somewhat nades (dodgeable) wiping squads. This is more of an issue mid game, Squads get wiped while you don't have any control over it even if you react in time.
Allies side; TANK LATE GAME like shots deflecting, AT guns deflecting, while your tanks always get penetrated except for a few medium and heavy tanks (IS, E8). This is the worst early on in the game when you don't have vetted tanks. But even the increased pen gets nullified when axis armor gets more armor when they vet. It has the effect of ally players being to "afraid" to flank. Ally tanks just get destroyed in a blink of an eye late-late game.
I would suggest, less explosion radius for indirect fire and maby a small amount of dmg if a shot gets deflected? So ally TD tanks still get vet.
Though if we nerf indirect fire, shrecks blobs will run rampant even more, maby reduce pen on them?
Please tel me your thoughts.
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