Good to hear
Thank you both for taking the time to give me advice ( better late than never i guess ) |
oh god i spent an hour on writing a great wall of a text to reply to both of you only to get a blue screen up my rectum i ll try to answer tomorrow
but i will say one thing i have not lost 1 wehrmacht game wihout making some kind of a big blunder so no i will not complain that us is op |
I tried to combine your advice , that is symbiosis's agressive way and naeras's conservative m8 , and what i did was , a 2 engie 4 rifles stall ,after i got my 1 st cp i picked inf rhs and combined mines and wire with the riflestalling , a couple of engegements and kabooms later vet 1 started to flow in , then i went for bars and created choke points of wire , and then i got my m8 and an atg , long story short my m8 cleared the mgs and sweeprs away , he could not take me in medium range so he used lots of munitions on mp40s and started charging me but stationary vet 1 bared rifles seem to hold just fine , plus that the mp drain and overusage delayed his pak , the whole game culminated in an epic volk charge that costed me no squads and gave me 2 vet 2 rifles afterwards he quited since he lost 3 volks or sth |
us mortar can come a lot earlier; you can always barrage, move, barrage, move...it's what you should do anyways.
wehr sniper comes earlier , mg too but their counterparts are not in any way better (talking about 1v1 )
also: if he got a mortar, thats one less "fighting" unit on the field.
well wehrmacht doesnt need field presence in the same way us needs it and since usually they get a mortar for counter barages then you have one less as well not to mention that you will need to spend more resources and time to build wsc while your opponent would go krieg barracks 99% of the time, lastlty wehr mortar is really good at harassing caping units , anhilating whole squads at a time , plus that with their crazy splash they make for good soft counters against snipers ( not that this is the proper way to deal with snipers but just saying )
and the argument that wehrs late game is better than that of US is at least debatable, if not outright untrue.
while not 100 % , most us victories come in the mid game after a successfull early game , when the game goes on and on wehr begins to get a gradual advantage , even the infamous vet 3 rifle can get countered by vet 3 oswind , puma , stuh and even p4 . Omcg requires an already adequate unit composition otherwise its just too random unless your willing to try to be play with popcap , bombing run is unreliable expensive and comes way too late , Armor company can even things out but calli and pershing come in really late and even then , stukas repair bunkers and vet 3 panthers are good enough to give you more than a fighting chance ( not to mention the doctrinal solutions ) |
1 question , why is the wehr mortar superior to the us ? it does not make a lot of sense to give an army campy structure , the best late game , all the counters they need by t2 , and superior early counters to anti campy units as well , its like a loophole . To get a better understanding of what i am saying imagine if the us sniper as he is and the wehr one with larger range (without any vet) , would that not be stupid ? |
Hello experts , i have another question for you , recently i have been playing against huge t1 wehrmacht armys , like 4 volks ,2mgs bikes and more followed by a quick puma or ostwind , i have been trying to counter this with fast m8 or bars if i am in a real good position and bars , airborne (for at ) if its going down the tubes with moderate success. problem is that volks have the advantage early on if well positioned and even when i win the engagements i loose comparable manpower with not enough map control to show for it. how would you counter this , early triage , flamers , wsc , nades , 3 flamerrs ? |
I am almost ashamed of what i will say but EAs handling of generals 2 in the public relations department is way more ''liberal'' and perhaps better at creating hype than this radio silence than the one employed for coh2 |
The changes proposed are well thought , one more proposal about the cp costs of armor company . rhs : 1 cp , 2cps , 3 cps because calli comes vey late at 7 cps , lhs : 2 cps , 2 cps , 4 cps or 1cp , 2cps , 4cps . |
It's a bonus for organizing events, which currently is a pain in the butt in vCoH.
If you've ever tried to help organize one of the tournaments in that game, or even play in one of them, you know what I'm talking about.
Nobody is ever going to say that bo1 is a better format for competitive play than bo3 or bo5; it isn't. But for earlier rounds in tournaments, you can usually do with one round and save everyone volunteering for a lot of work, especially if you've done a good job seeding the players.
Since its an event organized by volunteers its whatever you decide and noone can or should say otherwise , however the initial discussion which i was talking about was if it is good for the competitive potential of the game which comes at the quar semis and finals not organizing competitions , but i still believe that a bo2 with vp lead deciding the winner in a tie is still a lot better than bo1 and if you spread it over 2 days on different times according to each timezone then perhaps it would take a lot of the strain away , also the choice of opponents needs to be done deliberately based on the skill in order not to have to big names being disqualified because they lost 1 game to another big name . Another thing as i said before is that mirror matches need absolute symmetry in maps to work and they only show ability to play one faction (so imo you need 2 mirror matches (sov-sov , osth-osth)in the same map to get the best result possible) , while that may be enough if you know the skill of the competitors in order to seed them it will work only at the qualification rounds and only after you know the skill of each player individually which will take a long time imo , One question however do you supervise all the matches played in the qualification round like in the rest how is this thing done ?
Skill is how effectively players use their units and resources to win the game. I didn't argue that top level players who master several armies are without skill, I suggested that the current skill level of the top vCoH players suffers because of their need to play at least 2 factions.
Disaggree , in order to play competitive coh in a tournament you need a very good grasp of all the factions frequented , personally the more i play pe the better i play against them because i get better forsight in teching choices , pathing and positioning that the opponent might do having done them myself , having experts of only one faction will only dumb down the term , it would only hurt the competitive aspect of the game .
Another thing to consider , matchups are heavilly influenced by the map so there is no real choice of what you r good at its what the map favors most , and if we play at a symmetrical map then its like forcing you to play the mirror match , creating in turn the one faction or mirror match experts . |
It works out OK, right now. But it is a lengthy process of BO3 in the early rounds. And most of all, the artificial parameter "VP lead" which determines the advantage in game 3. So, ultimately it has a chance that the first 2 games are just dummy games with "VP rush style" to determine the faction choice of the deciding 3rd game. We've seen this VP rush tactics in numerous tournaments in the past. Obviously, the best players are also the ones who VP rush in the best way, but the outcome was/is boring to watch in many cases.
I've been a tournament referee on GR.org for 2 years a while back myself and can tell you that these factors were topics for discussion even back then.
Disagree , vp 's are very important but they come second to victory , which means that vp control is just one more parameter the competition tests for . I have said previously that i think long tournaments are good tournments just because of the wtf momments happening in larger quantity . |