Coh3 is already heading in the direction the video mentioned anyway, if you got the impression that the game is going to be super competitive focused then honestly i'd advise going for a medical check-up since you may have a tumor.
They outright stated according to their stats (relic did in one of their vids) that most play campaigns, so they want to put more resources there.
Though tbh, if you look at it objectively, coh2 has literally only grown from having a well of balance and consistent content outflow. In an ideal world though. Campaign draws in people with spectacle, they get a thirst for more fun gameplay (ie not destroying bots) and go to mp and stick around because the game has multiple modes of enjoyment to it and layers on the various experiences in a way that isn't just 1v1. While retaining focus on 1v1 as a focal point for balancing
Don't get your hopes up too much about COH3 brother. Remember that it will be a paid RTS in 2022. How good can that go honestly. Look at what happened with AOE4 where there is zero mod support, and the player numbers have come down to COH2 levels within 5 months [proof].
Maybe the campaign will be good and make players thirsty for more. We can only hope. |
Modding tools are very important. We know a bunch of games that have gone from being a mod to a standalone game (like Dota), we know that mods sell the game (like the Desert Combat mod for BF1942 sold 3 million copies of BF1942). And I hope Relic fixes the mistake CoH2 didn't provide full modding tools that now could give tons and tons of content over the 8 years of the game's life and CoH2 could be a different game now, with more unique commanders and units.
Very true. Last night I played a mod called "Horde Defense" or something which gave completely new prespectives and playing styles to COH2, like having the Schwere truck for OKW "only" costing 540mp and 70fuel whilst providing only a laser turret and having some subupgrades to protect the area against attacks. It was actually so refreshing I thought I was playing a new game altogether.
Lelic really fucked up on the mod part. And don't say for a minute that community maps count. |
Coh2 no optimize. |
Any sensible change to ukf has been vetoed by lelic themselves. Bolster cannot be touched even though it's ridiculous, snares on mainlines will never happen, stock mortar and rocket arty have been hideously mixed with the Anvil/Hammer shit... not even the best coh2 player can fix this mess. |
what u talking about is only working with a arranged team by axies. then yes of course u wont get smashed the 15min because u can combine arms but im talking about random 4v4 where the favor is 90% on the allied side to succed without big brains and that is something this games makes unplayable for long time if u love to play on axies side.
You disagree with me even on the points I agree with you.
Do you seriously expect to make a functional conversation after this? I told myself and you that it's pointless talking about 4v4 randos but here I am... |
I understand how you feel however trust me when I say that you are directing your frustration towards the wrong thing. The issue is not really the MG-42 or the Pioneer but the extremely shit map design. Half the maps are lane maps and its basically Dota 2 (or League of Legends) watching the battle swing back and forth over a particular lane. COH 2 map design is a significant step backwards compared to the COH 1 maps (though to be fair most of the Relic designed maps were snow maps which were fairly decent back when the game was about snow).
My biggest issue with Pioneers is not that they have extra sight but that the game doesn't inform you in any way that they have it. All information needs to be readily available to the player. It should say in the game that Pioneers, Pathfinders etc have extra sight range. The hypocrisy from the balance team also doesn't help either. They removed damage reduction from Rangers and stated that the reason for the removal was that the information wasn't apparent to players, yet turn around and give Pioneers extra sight.
Again the sight isn't the issue but the lack of consistency and transparency is. Also even if the Pioneer sight was removed it doesn't make much difference anyway since Scout Car/Half Track have some of the highest vision in the game (especially with spotting scopes) which most players happen to these units anyway.
Very good reply.
Few people mention that a lot of problems come from the extremely blant map design. Relic's maps are very good, because they had a design process to them. The community ones? Ehh at best. Too laney. |
Alright time for a better answer, because this thread bugs me to shit.
- OP is right in the aspect that late game allies have way way more advantages than late game axis IN 4v4. Jacksons coupled with Soviet seeplanes and the arty/ATGs Zises are killer to any Axis armor (with the decent exception of Jagdtiger/Ele). HOWEVER, Axis should (and do) win before game changing quantities of allied TDs roll out (ie. the phase where the first Panther hits should tie the knot to the game).
- OP is wrong about the aspect of Axis blob management in ANY mode. T0 MG42 with 45Vision Pios can hold anything against even a 5 unit blob (with proper MG42 micro which, given by you claiming you play against top100s, is a logical conclusion). Not to mention the stupidly fast Mortar that OST can pump (not as fast as USA but the difference gets more than made up in the MG42's combat performance).
- OP is wrong about the combat effectiveness of the forward heal truck of USA. Yes, it's a nice little gimmick but way way out of game breaking. First off, it's a soft retreat, meaning the US player must properly micro fragile <2men squads to bring them back and heal them. This kind of micro is impossible in 99.5% of players to be quite realistic. Secondly, it's a fucking LV that gets disabled by a single snare, neverminding the fact that a single mortar team can rape the fuck out of retreating squads in its range.
- I immediately disregard any serious talk of "blobbing" problems in COH2, as the foremost indicator of a poor gameplay performance. If you get raped by spammers don't forget you are also spamming a mistake they consistently take advantage of. If you get outplayed by 3 paths which are a nonsnare/nongren unit, maybe it's time to really think how combat effective going toe to toe with them with grens is (HINT: it's not, build 222s idiot). To add to my point, Axis have by and large the best tools to demolish blobs, starting with very good MGs and going all the way to Stuka's magnificent straight path bombing, Brumbars, and Sturmtigers. Another hint: OST have instapin skill planes which demobilise a blob. Maybe use them?
- OP is right at what I perceive to be the boring flow of a COH2 team game, where 80% of the action happens for fuel, then for stars. It's ridiculous and breaks the flow of the WW2 military style, which above all was a war of army maneuvering and not really a bunker down and throw shells conflict. Hopefully COH3's manpower points will fix this, seeing that if you take the fuel and spam your army there, I will take your manpower to starve you. Decent solution.
- In the current state of COH2 matchmaking, coordinated arranged teams beat everything, even with shitty tactics. Sad, but true. Maybe you have had a streak of bad matchmaking where 4 allies gang up against a disorganized 4 Axis, but in reality every 4v4 I have ever played (minus decent exceptions) is plagued both sides by idiotic players, uncoordinated movement and hardcopin spam.
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It would appear the plot thickens, su-85 takes 2 pak 43 shots & lives with no criticals
https://youtu.be/umGVOPqmPJE?t=48
jadtiger has 1120 hp after the hp nerf in this vid so after the 5th ram its has less than 560 max hp yet it takes 9 more rams to kill. Even if they all failed to penetrate(they didnt) the lowest damge output there would be 720
This is probably related to the vid tightrope made about snares
https://youtu.be/DMNeWwgvRrI?t=270
#thetruthisoutthere
Read the post you quoted from me again. |
Losing to brainless tactics because of bad team.
Last game I completely dominated my flank but the SOV player decided to spam 120mm. My teammate should have taken care of it right?
Nop. He decided to bunker down near the point (he didn't even try to cap) and called it a day. Meanwhile my squads get absolutely raped by 4 120mm squads.
And he was top 500 player... |
Lmao
You are talking about blob problems when OST have the best MG in the game from t0 and the best spotters for it.
I was ready to post a wall of text refuting you but i better not talk about 4v4 since it's the most cancerous mode especially with randoms.
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