I feel like 1 shrek isnt worth giving up infantry firepower on the sturmpios. I only play 1v1's though. But i only do it if i lack in AT and i have to. Because charging a tank with your sturmpios is such a big loss in manpower since you will probably lose some models in most scenarios, seeing how expensive it is to reinforce. So i'd like to avoid it if possible. Now 2x shreks would be interesting and worth giving up the infantry firepower, and hard to spam. Because of the cost of the unit and reinforce cost.
One thing that i have missed from vcoh was the explosions effects. In vCoh they felt just more satisfying when artillery shells exploded etc, and also felt it packed a bigger punch. Compared to coh2 it is very dimmed down, might be for performance reasons or something else, who knows. But i just made a side to side comparison.
note* the m8 scott and 105 sherman in vcoh is from the "Europe at war" mod. But i used it to show for comparison purposes
I would like to see a more consistent drop of models for all factions. Like a 4 man squad will lose models on 75% 50% 25% 0%. I just find it wrong that a unit with 30% or less health can still have a full squad, and another squad losing models at the first shot fired against them
I've given it some thought, and bin thinking of what makes a game e-sport material. Well popularity first and foremost of curse. Just look at Hearthstone, that game is purely RNG, and top players can lose to who ever because he didn't draw the right cards. But for an RTS it is a lot different of cures. To put it in perspective, if you summen a minion in HS, you are sure if i attack the other enemy minion's it will do damage.
That is not the case with Coh2. The RNG of coh2 can make a unit godlike, or complete garbage. Since they all have a RNG dice attached to them.
I can in one game drop models every engagement, and in another game not drop any models but only losing the health of a squad(and even having almost no health, still have all models). Now i bring it up because i have bin going back and forth from SC2 and coh2, and realise how bad attaching this much of an amount of RNG to a game like coh2.
In SC2 i know if i shoot with a unit, it will do X amount of damage. However in coh2 i can shoot 3-4 shots and miss them all. Where my opponent can hit and penetrate every time. The lack of consistency in the game, makes your chances of winning or losing based on the dice roll and not as much on your strategies and skill, there is absolutely nothing you can do about it, and that is why i didn't have faith in this game becoming an E-sport game, i think i could have had great potential to be it. Seeing how they could gotten a lot of the SC2 crowd after the game died in E-sport. But because the accuracy of any unit depends on the numbers you might get, the skill of the player will to a degree have nothing to do with the outcome.
i have felt a lack of efficiency for a little while now. Just how long they take to respond to game breaking bugs. And how they take longer and longer to fix something. The combined arms was a good example, of how much we had to push for the fix. And still it took them days to do anything. They could have just made the breaking commander unavailable until they fixed it. And now they wont do anything with the usf morter before next week, after the back lash it got from the community, and from what i heard on helpinghans stream, that tightrope got message from relic, saying that there wasn't a problem with the morter, i got really pissed. Since we have clear video proof of it.
steffenbk1: ok, so the big usf bug is fixed thats good. But with combined arms on now a sherman fires 8 shots in 10.6 sec. making a reload speed of 1.3 sec. (with around 2 vehicles and 3 squads)
steffenbk1: and the stuart fires 13 shots in 10.4 sec. making a reload speed of 0.8 sec....
Today, 06:58 AM
steffenbk1: yes the bug is fixed, how ever the combined arms ability stacks a lot when used. for example if you take a sherman 105mm and surround it with 5 of any inf squads and one vehicle it will fire with combined arms at 11 shots per 10.5 sec(reload speed of 0,9)
steffenbk1: also it gives insane amount of fog of war visibility
Today, 07:18 AM
steffenbk1: http://puu.sh/pLaeA/110496ee1d.jpghttp://puu.sh/pLafh/31b860c2b1.jpg
Today, 07:22 AM
i really would of kept to yourself, could you imagine what would happen if i posted about how to mix axis and allies factions for automatch?
Yes, the issue would have bin dealt with quicker, than having hand full of people exploiting it for longer period of time. The issue would have bin used by a lot of people in the beginning yes, but that would only force relic to fix the problem faster. So i think you should at least send a bug report to relic.