Accually currently there is a mechanic that you can hide your infantry and get green cover behind a tank - while stationary (even light vehicule like a p2). Thing is that no1 uses it becouse to keep your tank alive and effective you have to be in consta move therefor is no place for this feature
I know that it works in Coh2 when vehicles are stationary. It might work if you used it with a heavy tank though. And obviously it would just have to slow the tank down to regular infantry movement speed. Churchills, KV1, King Tiger, I could it see it being somewhat useful with these tanks. Obviously very situational but still..
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I posted this in the Whiteflah COH2 thread. But I think it deserves to be put into this one too.
- Anti blob debuff...if you blob up more than two mainline infantry units (or elite infantry) you get a 1.1 (maybe 1.2) RA modifier
- Everyone has the same doctrines/factions. Lots of cosmetic stuff that you can buy with real money.
- Competitive mode that allows rule changes and different balance. this is important IMO because it´s impossible to balance 1v1 top level play while also keeping 4v4 balanced
- Much more community input into relic´s balancing/overall decision making from day one
- Stable game that doesn´t require restart after every second or third game.
- Appealing graphics and atmosphere must be a priority to attract a bigger playerbase. Maybe even something like cold-tech (reworked obviously), stuff like that could be put in casual game modes while being disabled in competitive mode. Weather effects or day/night changes could help create more atmosphere even without impacting gameplay.
- Unique factions, I dont like the recent trend of making every faction the same.
- Unit controlls need to be way better. I hate how clumsy they feel. Vehicle pathing is part of this. Just doesn´t feel precise enough. Infantry needs to be prevented from clumping up all the time. Also input delay is a big issue still.
- MG mechanics need to be changed. I hate how long suppresion lasts in this game. I also hate how infantry can frontally run at MGs get supressed but still throw a grenade at the MG. Especially with Maxims and Volksgrens this is really stupid at the moment. Also MGs need to be able to scale better into late-game without dominating early game as much. Now that I think of it the entire suppression system should probably be reworked.
- Rocket arty needs to be limited. Maybe 2 pieces of rocket arty for one player. 3 pieces for a team of 2. 4 for a team of 3 etc. Reason for this is that rocket arty completly destroys 3v3+. It´s just way too strong.
- No more insane units like Jagdtiger or Elefant please. It´s just not fun and creates balance issues to have units like that. They are useless in 1v1 and totally OP in 3v3+. Impossible to balance right.
- No more emplacements. Also no more self spotting, pop cap free Bunkers. Generally no doctrines that support abusive playstyles. (Advanced Emplacement Doctrine, I mean wtf)
- Other PVP games show that teamplay is generally prefered over playing alone. Which is why I think the potential of a competitive 1v1 scene is smaller than the potential of a competitive 2v2+ scene. Keeping this in mind there should be more focus on team-games. Better maps, better balance, mechanics that make abusive playstyles like blobbing or arty spam less effective. This would benefit the team game playerbase COH2 has and also give COH a chance to maybe shift the competitive focus on something other than 1v1 only.
- Statistics and good replay system with lots of features and analytical tools. Maybe locked behind a pay-wall to compensate for not offering P2W doctrines.
From the ideas in this threat I particularly like the feature of putting your infantry units on a tank to transport them easier. I also like cyso´s idea of giving tanks + infantry the possibilty to synergize. Tank moving slowly forward while infantry is following in green cover behind it.
The possibility to put your unit into an enemy garrison also sounds pretty good. Would make garrisons a bit more interesting I guess.
Also it would be awesome if ther was a trainingmode that allowed premade teams to create strategies in game. Maybe so they can load into the game together and then be able to use different tools to mark certain cap orders and stuff like that. That might really help a competitive teamgame scene.
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76,9% near
63,4% mid
59.6% long
To calculate this just Armor divided by penetration.
If penetration value is above armor value it always pens.
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Although churchills already pen KTs through the front just as often as they pen it right now which is really funny.
Are we playing the same game?
Churchill penetration stats are: 105-120-135
KT has frontal armor of 375. So the chances to pen that are between 28-36%.
Meanwhile Comet has 210-190-170 pen. Which means it pens a KT frontally between 45-56%. |
Sounds about right, I still play them and enjoy them but only in team games. So I don't really know about 1v1. It still relies on crutch units, they haven't gone, they're just different.
Things I can suggest for 1v1s though? Royal engineers is probably the best regiment, the new sapper flame throwers are great and give you much needed building clearance, and the 10 inch incendiary is very effective, quite cheap indirect fire and the avre is great now that it has a hold fire mode and crew repairs are just nice. 90 muni to put 2 brens on infantry is ridiculously good too.
Mobile assault is apparently really good too though.
I agree, commandos are pretty useless. Or rather, not that they're useless, I just think they are eclipsed by sappers which have far more versatility and are basically disposable because of how cheap they are, they kill stuff very quickly and it just doesn't matter if you lose men because you will always trade out better. People still use commandos as a vehicle for gammon bombs but I don't know why personally, default british grenades are so good, cheaper and have no minimum range. Centaur got nerfed but it's still good, issue is just the cromwell got a price decrease sooo...
This is more relevant for team games but could transfer over I guess...
CHURCHILLS ARE THE GREATEST BATTLE IMPLEMENT EVER DEVISED! Slaughters infantry, can toe to toe panthers, especially since panthers got an armour nerf and have good vet so scale well. The gun is good despite what people say, it clubs the living daylights out of mediums and will pen panthers fine, if not, get a 6pdr as backup and it's gg, if it gets into trouble it can reverse through it's own smoke at max speed now too so it just doesn't die.
Brits definitely need a snare, they didn't used to need one because they had by far the best AT in the game. The comet was just a better panther, fireflies had a burst damage of like 500HP and could temp snare, the AEC was a puma, the 6pdr was and still is disgusting, emplacements couldn't be countered and piats could kill a KT in like 5 direct hits.
All of that is gone now so now you have a faction with average/mediocre AT but without snares. You really need to use mines at the moment, people have been avoiding the mortar pit right now but use it to place smoke so you can mine the smoke.
Imo, they should either make gammon bombs sticky like satchels and snare, or give sappers No. 74 sticky grenades that snare.
I don´t get the commando and sapper comparison. One is elite infantry, the other is basically a poor mans Sturmpio. They don´t share the same roles at all.
Churchills are good but not the OP monsters you claim them to be. They are just balanced IMO. The reason they shine is probably because neither Comet, nor Firefly or Cromwell are very convincing.
90 muni for double brens isn´t insanely good either because the brens recieved nerfs in the last patch. So yeah their value/money is the same while infantry sections now can´t scale as well as before.
Agree about the AT issues. |
I noticed that axis factions can often spam multiple mg bunkers in late game, allowing them to effectively hold one side of the map or vp, while sparing extra squads to attack or defend elsewhere. Therefore, I would like to know if there is potential balancing issue in regard to bunker spam or am i just being salty.
Yeah...Bunkers should cost pop cap and not have full range self spotting. They should probably also cost 200MP. Not saying they are OP and can´t be countered but people need to get discouraged from turtle gamestyles and encouraged to actually do something instead of just camping. Having 100/100 pop cap and spamming bunkers is just stupid. |
Heart: I have a lot of guys I want to see win. Mainly Caesar, Hans, VonIvan, Ikab, VonAsten and DevM. All of them are good guys that deserve to win and do well.
Head: VonAsten. Not the biggest name in 1v1 yet but IMO winning UTT with Isildur wasnt a coincidence. I think this is gonna be his year. Lots of players are rougly on the same level though. No one is the clear favourite. DevM also looked very good.
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I really like that guy "DewM" |
Hi man,
Thx, I'll probably give it a try. Right now I'm so happy of how MOWAS2 is made as an RTS, besides Wargame Red Dragon so I don't even think I'll need anything else, but I'll try what you propose as long as it doesn't share the idiocy that we see in COH2 as it's made by Relic.
What are you doing on COH2.ORG then? |
And dont forget maps, like WhiteFlash already said maps are as important if not more important as faction design!
Generally i'm speaking for 2v2 maps but before last 2 patches the map pool was really terrible! Right now it's getting better also if there's still some maps where if u start on certain point u're totally in advantage ( thinking about cha'rkov south, Moskow's south) ..or some maps that there shoudn't be like Ettelbruck.
You can make the best factions design ever but without a decent map u'll not enjoy playing them
Very true. Bad maps still hold COH2 back to this day. Map makers need to keep the game mechanics of COH in mind when designing a map. You can´t just make a cool looking map and think that´s enough.
Just look at a map like Ettelbrück, it´s basically not possible to play it properly. You can´t even use your Kübel to cap southern fuel because the stairs are too small for it. You also can´t cap the northern VP because again not enough space. It´s completly retarded. Then you have a 1000000000 HP stone building in the middle of it all. Plus all these stupid lanes that don´t allow any use of cover or positioning. Basic game mechanics that basically get rendered irrelevant by a horrible map.
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