No. Too many poor design decisions, too much RNG.
CoH is an easy game to learn. Put an average sc2 player in and they'll be able to beat almost all current players after a few months of playing.
I'm assuming p2win will be resolved sometimes soon though. |
Cancer regiment combined with maps like moscow and crossing = ruined fun.
Other than that, it's pretty good. OKW seems a little strong on certain maps. |
What if:
- Penals lose their SVT-40s, they also become a lot cheaper (like 15 MP to reinforce). They can still throw satchels
- Add a global upgrade in the T1 building that unlocks SVT-40s for Conscripts. Each squad gets 2 SVT-40s that increase the squad's firepower, but not as much as other weapon upgrades such as G43s, LMGs, etc. Similar in cost to the coh1 BAR upgrade.
- Add another upgrade called 'demolitions' that allow penals to upgrade with flamers and engineers to place demo charges, because let's face it, demos are OP (and also mines, but that's another topic). |
Sucessfully played three matches with the following build:
Lend lease.
Con
Con
Sniper
Con
Sniper
Dshk
Clowncar
Dshk
Dshk/assault guards
Sherman
Sherman
Sherman
Win.
The dshk's are the lifeline of the build because they keep light armor at bay. Capping with cons and the snipers bleed enemy manpower. All three games I managed to force the opponent to overextend while chasing my snipers and right into mines or at-nade cons, further bleeding enemy. Realy fun build.
Worked both vs wer and okw.
This will never work vs. someone decent with mech assault or okw going mech truck + pzfus. |
Why is T3 too early for the T-34/76? Hell, if you really want, you can make it require a ~40 fuel upgrade in T3 to unlock. Then everyone is happy.
T-34/76 has some very niche roles it fills, kind of a shame since this is pretty much the exact opposite it was IRL. |
Your suggested build isn't good. Going for a lot of early cons is simply never a good idea against decent opponents unless you have the perfect cap order that leaves you with all the important houses.
The commander is however very strong, just limit yourself to 2-3 cons early and use partizans to teleport and take out damaged armor. It works very, very well the first few times.
A single schreck + AT grenade kills a panzerwerfer. I think walking stuka takes AT nade + 2 or maybe 3 schreck hits.
ML20 is generally not worth it, but if your opponent has no stuka/arty, go for it.
I've found that you want to keep around 3-4 vet3 PPSh conscripts alive in the late game, and simply merge/recapture weapons with the other squads.
It's also worth noting that your cons can repair and partizans can lay mines, so you only really need 1 engineer squad late game for putting down demos. |
Yes, and the fact that Relic thinks this kind of utterly skilless playstyle should be just as viable as any other only shows their continued incompetence in designing this game. |
Patch might be postponed to test how fixes for vet-gate work with the new patch.
You think this is kinderparty? Get a god damn move on! |
If only I got a cent for each comment like this, I wouldn't have to work.
Feel free to ask Zarok about me playing or my skill if you aren't sunk too deeply in your delusions.
I don't know who that is, but I'm afraid you misunderstand. It was meant as a silly tease, not a personal attack. My bad. |
we have bugged vet, a problem with light vehicle meta, maxims being hella strong and you think something that happens one in a thousand games is important and bad design.
right.
and just execute the wounded if you care so much fucking hell
Now you're saying something else. Something not happening often doesn't change anything about it being good design or not. |