If they remove the need to pop out engineers to the front line to get the first mortar pit up with the second commander it means you are going to see very early mortar pits. You will get there 210mp faster without the need to wait for the engineers to build and the time saved to get to the front line to build.
I don't favour either axis or allied but might be tough to counter a mortar pit up that early in the game. |
You should be using shocks or guards by late game.
So relic should just remove all commanders without shocks and guards.. Seems like a better option then a slight performance buff to Cons. |
Seeing as how OKW doesn't get any doctrines with heavy call-ins (unless you count Strumtiger in a pretty bad commander) then pretty much yes. IS-2, Tiger, and Pershing are all in strong meta commanders and don't require tech. Brits get Hammer/Anvil specialization. Yes you can argue they are doctrinal but they have a significant cost advantage with no Tech costs aside from Brits. Many (dare I even say most) players will play/stall for these heavy call-ins as a "second chance" of sorts - its not that much different. KT is just OKW's version of that. Requiring all 4 buildings will just lead to either A) Making KT more difficult to build except as a coup de grace B) Restricting OKW gameplay by encouraging players to build trucks only in base which goes against OKW's design.
Jagdtiger is a heavy call in. Last 4v4 I used it in got 49k damage from a single JT. Pretty sure that is about as heavy a tank as you could want. |
Think his complaint mainly stems from 4v4 games. Just a hunch but with the largely increased income rate on munitions it isn't one or two squads your seeing kited out. It is 3 or 4.
Can either tell him to not play large team games or hope they finally address the snowball effect of increased resource income in large game modes.
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True, its nice that Relic is giving away Brits for this. Pretty generous!
The problem is, the vast majority of the hard core community already has Brits faction and since we aren't really given anything else Coh2 related for this event in reality it gives ZERO incentive to participate.
Hell, for me I'd prefer a commander or even a skin (like last year). Sorry that's just reality.
Agreed, if you own any of the other games it would just promote you to play them instead so not ideal for CoH2's. |
Problem with the starting Spio is the Kubel being incredibly cheap, capping faster than anything else, dealing reliable damage and being well armored for the first engagement.
So you can have 1 Spio rushing an house/cutoff and basically standing there uncontested for 2 minutes, 1 Kubel backcapping for a ridiculous cheap price and your first volks squad coming to cover your Spio in time.
@Rice, OKW start with more resources than Brit/Sov/USF.
This is what I see pretty much every 2v2 either the starting IS or Spio run to a cut off point building and set up a tent. Aggravated by T0 vickers and MG42.
You and team can encircle and swarm over it but at the cost of against the OKW a large portion of map control to the kubel capping power. |
Only thing worth discussing is if they should adjust their cost and let them paradrop instead of spawning from buildings.
This is all that should be changed. The spawning from buildings especially in larger game modes is a terrible mechanic. I say larger game modes because of the increased income reduces the MP bleed to a minimal.
Yes you can mine buildings but on some maps that means a boat load of mines not being used to snare tanks. |
In reality, gun teams would dig foxholes and trenches near their gun and hide out there, and this wasn't just for the immobile guns that needed transports to tow them.
This would lend itself well to an ability that acted like Brace, where the gun ceases to fire but the crew becomes garrisoned in their foxholes and are only vulnerable to grenades, flamethrowers, and other means of ousting troops from cover. The gun could still be destroyed during this time, but if it survives the attack then you retain the crew.
If the crew is wiped out (due to infantry assault or because they didn't hide), you can recrew the gun as normal, which rewards an opponent who is able to capture a gun position and turn the gun around on their enemy.
I like this idea because it would differentiate between brace on UFK but in saying that we would need to reduce the damage of the 1 click call ins to completely destroy the Artillery. It is annoying spending so much MP to not only have the weapon de-crewed but to have it completely destroyed with a single call in. 50kg bomb for example. |
I will go against the general conscious her because I like debating things with merit.
The numbers are small because the majority of people are not going to enter a competition dominated by a few and real sports have divisions for a reason. You want the numbers or participants and by flow on viewers to increase then increase the range of people who can actually participate. I would watch a game my mate was playing in regardless of division. I don't watch any but the top ESL game because why do I care? Just like the tennis I do not watch a 100+ seed player take on Murry, Federer, Djokovic why would this be different. But two tennis player not in the top ten playing each other can still be good to watch as they are more likely to be evenly matched.
The money objective could be completely nullified by doing what other games do and offering in game crap they normally charge for to the winner. Give a set of Commanders or skins to the lower divisions. Who really cares? If it helps promote the game which in turn would lead to more people actually watching the ESL then whats the harm? Hell have a call in specifically for the lower division winner named after him that only he gets. I am sure they had a dozen put forward in development they never introduced. |
I think it's a good thing. At least for wehrmacht, which can't fight riflemen or infantry sections with grenadiers at all during the early game. The quick MG is a must.
IS to me aren't an issue. Early game you will see 2 normally with them going a vickers and rushing tier 1 for early engi or AEC (A different issue). The rifleman horde is tough and I agree the Ostheer need something to assist. I don't think it needed to be addressed by giving the MG42 in T0 though. Would of loved to of seen a different approach.
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