Steam username: sltfenix@hotmail.com
Steam nickname (In-game name): Lt.Fenix
Estimated Skill level (1-10): 3 |
It always suppresses and pins, just the retreating is random. Basically each shell has a chance to force a retreat.
I've been using it more lately to great effect. Really useful in clutch games as well due to its low cost and high impact.
Hope that helps.
I don't know, I'm not so sure I'd call it either low cost or high impact.
But I'm no pro. |
But how am I supposed to win any games as Soviets without building the best unit in COH 2? |
I'm having trouble ever justifying buying a sniper while playing as German.
Early game getting a sniper is such a huge hit to the German's already weak capping power, as the tier 0 conscripts and combat engineers run around everywhere and push your guys off. The M3 halftrack with a flamer in it also seems to take care of German snipers quite handily.
On a related note the German pioneers are absolutely useless in combat against both the engineers and conscripts... which means they seem to be very unreliable for early capping as well, assuming you don't snatch one of those god-mode granting buildings first. I feel like they should either get a slight combat buff, or maybe for the sake of asymmetry they should cost a bit less. I don't know... I don't tend to build a second pio early game because of their inability to hold anyone off. They also can't plant regular AI mines anymore.. which makes them seem even more useless to me early game.
Getting a sniper mid-late game also seems kind of dumb, since if you've had any decent unit preservation you're hurting on manpower because of the high upkeep costs, and so given you have the fuel, to forgo something like a Stug or a P4 or even a Panzergrenadier squad just seems like a waste.
I don't know, maybe I'm just bad, but does anyone have any thoughts on this?
When playing as the Germans do you build a sniper in the early game? Or at all?
Do you immediately build an extra pio and actually find it effective? |
It is? Really?
Changing a hotekey in code is easy, yes, because if you don't have them customizable you basically can "hard-code" the key.
As soon as you have customizable keys you have to save a file, check what is saved, give the right parameters to the right listener, have to account for dublicated or overlapping keys, have to write an interface, account for the DAU, test all that stuff (ofc)etc.
while it is not rocket science, it still is work and time they probably rather put into something else.
And, pls, while i know coding a website can be a pain in the ass at times, it is noway near the same as coding a game
Is this discussion really going in this direction?
"Re-mappable keys are hard and the developers' efforts are best spent elsewhere?"
Firstly, if they're so crunched on time getting this game finished that they can't even work on something so simple to implement like re-mappable keys compared to everything else that they're coding in the game, then that's a fail right there.
Secondly, I want to emphasize again that being able to re-map keys to the individual user's preferences is a standard feature in PC games and has been for a very long time. Almost every other game has this. Hell even some SNES and Genesis games had re-mappable buttons if I recall.
And lastly, if they had designed this game without even thinking about the possibility of potentially having this "novel" feature called "re-mappable keys", and thus is so hard to implement later, then that's an even harder fail. |
I just don't understand why you guys at Relic are so adamant on keeping one specific UI format for everyone.
The ideal fix for this would be to simply make the UI modular so people can move stuff around however they feel like it. This is a PC game after all, which means we should have more freedom in customizing the game to fit our preferences. I'm not a programmer and have never developed a game, but they're just 2D blocks with text and images in them, so I don't see how that would be that difficult to implement.
However if that's too much manpower to devote to the UI, then the quickest solution that'll most likely make most people happy is just having an option to switch between the classic CoH 1 setup and the new CoH 2 one. Would that take more than like 1-2 man hours? It also can't possibly make anyone angry... it will only benefit everyone.
Also, I find it really disappointing that I can't customize my hotkeys within the game. It's standard for basically any other game type to have remappable keys, so I don't see why this is not a feature for this game as well. We shouldn't have to use some external script like AutoHotkey for this!!! Even Doom had remappable keys if I remember correctly, and that game came out like 20 years ago. |
Around 19 minutes a 0-man field gun crew continues firing and takes out my god damn halftrack... |
June 25th? Come on, it should have been June 22nd! |
Seems like this thread might not need another opinion, but I am pretty much completely in agreement with Yoink.
I might not be able to put it in such a coherent way, but to me the whole historical setting is an important aspect of the game that makes it so enjoyable to me, as I love World War 2.
So all this saying about how the game isn't realistic to begin with and therefore it's okay to have Wehrmacht soldiers shooting at Wehrmacht soldiers for the sake of gameplay is bonkers to me. I think we can acknowledge that there are degrees of realism here (at least that's how I like to see it), and there's just a certain line that shouldn't be crossed if the game is claiming to have any sort of authenticity as a WW2 game.
Even WW2-nuts like me can tolerate whole squads of Knights Cross Holders running around with StG44's on the beaches of Normandy, or airborne guys shooting M18 Recoilless rifles in '44 France (which according to Wikipedia didn't see action until early 1945), or whole Panzergrenadier squads using scoped G43's in close combat, or Grenadiers marching around hip-shooting MG42's all the time like Germanic Rambos. But having a company of Soviet soldiers combat another company of Soviet soldiers is clearly crossing a line that people like me and Yoink would really like to see respected.
I'm thinking we're just a small fraction of people who enjoy CoH not just because of the interesting gameplay mechanics, but also because of all of the artistic effort put into the game that's there for us WW2-nuts to relish in a very fun game to play.
At the same time I get the feeling that most of the high-level players are indeed just playing a "kittens vs. puppies" game as Yoink put it, playing the game purely for the mechanics, which is awesome as long as they still enjoy the game, but whether anyone likes it or not I think people like that are missing half of what CoH is clearly representing; all of that work by the devs to make it the best WW2 RTS game of all time in all aspects, not just the strategy and tactics. To these high-level players I guess having Wehrmacht moon-bases, jetpack-propelled grenadiers, or Soviet bear-cavalries might be just fine as long as it enhances gameplay and is balanced. I myself would just find that difficult to stomach.
To me the names like MG42 team, Ranger squad with Thompsons, and King Tiger have an emotional pull. To me they're not just the tier 1 unit that costs 250 manpower that can instapin a rifle squad, or the US off-map call-in that have good CQB anti-infantry power while sucking against Pumas that cost 400 manpower and 100 ammo, or the strongest tank in the game that you call in for 500 manpower after 9(?) CPs. One of the biggest things that's getting me excited about CoH 2 is being able to see things like the Katyusha rocket trucks in action... you know, actually seeing them rendered in action launching explosive death at German soldiers on a snowy winter battlefield, in the midst of an intense brain-struggle of an RTS game against another person online! I mean where else would you get a combination like that besides CoH? I think it's safe to say that very few people alive now have seen units like that in action, and when they did I can assure you that they did not enjoy any second of it... but we can.. while playing a game we dearly enjoy.
I thoroughly enjoy the historical aspect of the game, and I'll state this blatantly as my own opinion: no facts, no speculation, and no balance arguments, just my feelings. Mirror matching would completely destroy that World War 2 enjoyment I get from playing CoH.
That's all I have to say. |
What's up guys.
Along with COH, I've been enjoying RO2 a lot recently, and I can't wait to experience the Eastern Front with a more omniscient point of view.
Can't fucking wait for this game!
Also, been enjoying SNF quite a lot. Thanks to Yoink, Ami, Tommy, Razor(?), and GeneralHell and whoever else I forgot to include (sorry if I did; I don't quite know the prominent names in the COH community that well).
-LtF |