1. Change the upkeep system.
Hell yeah, the upkeep now in CoH2 is the biggest bullshit. WTF should the better player be punished? it makes no sense.
2. Let us see what is actually happening.
Especially, suppressed, pinned, being converted into ice cream, roasting
why can't they give us the nice yellow/red flashing UI back to us?
Blizzard can change UI of SC2 thousands time through patches, I don't undserstand why Relic cannot
3. Blizzards
Hello? you want reality so making blizzard = a giant white smoke all over the screen, why don't you just turn all into white, for reality. Make some sense. Relic
4. Fix the vehicle critical system.
Dunno about it, the upkeep is shit enough
May I add a fifth?
5. Defense-work
- Bring back CoH1 mines and delete the crap S-mine field
shouldn't anyone disagree CoH1 mines-play are very fun to watch and play with, that's how competitive game differentiate with noobs game
- Bring back CoH1 wire and sandbag
Soviet wire are fine, but Ostheer wire is shit-like, buggy, and how the fuck they need that long to wire just a little area? I wanted to wire up a choke, take me like 2 mins and extra babysitting on it to really close up the gap, then cons just pass over like the wire didn't exist, WTF? I just need 1-2 sec to finish this job in CoH1
5)
I agree. I don't see a need for German and Soviet mines to be different whatsoever. I believe it was another way to differentiate the two factions, but the units do that well enough already, and the German anti-infantry mines are costly and incredibly shitty.
Ostheer wire is indeed bugged, although I believe that's something Relic knows and is working on. Wire doesn't need to be built faster, though. The cost of getting a wire-cutter early game is extreme, and considering most games you'll only have 1 or 2 engineer/pioneer squads, gutting the damage of one of them isn't anything to take lightly. Wire should be an option for when you control an area, not for running up and wiring a choke before the enemy can respond. If builders had free wire cutting like in vCOH, things would be a different story, but with the current system, speedy wiring would just slow down the game and be annoying for viewers and players alike.
COH2 is a much faster paced game and adding more sandbags, wiring, or defenses in general would slow it down considerably. Keep in mind that Relic has tried considerably to make the game fun for both the winner and the loser of each match, as evidenced by the current upkeep system (which makes comebacks far easier) and the speed and ease of assaulting a defended position (makes decisive battles quicker, yet still allows you to retreat some forces if it doesn't go your way). From the perspective of the game developer, the winner and the loser of each match are both equally as important in terms of game design. |
Fires should cost munitions not manpower, maybe around 30 muni each and make them longer to build during blizzards.
30 munitions is far more costly than 100 manpower. If fire pits were 30 munitions, they'd have to be indestructible, otherwise it'd be a horrible cost to place on yourself (considering the enemy can also use the fire pit). Putting a high munitions cost on them doesn't make blizzards better, it makes them even more annoying. No one would be happy about it. |
Yeah I do agree they must have a reduced cost on the firepits. I think a system that would work nice would be they cost like 20-40 MP. Build rate is dependant on the weather, so in blizzards they build slower incomparsion to normal weather. This still forces planning and unit time efficency but not make it impossible to lay the fire and produce some what campy play if you dont have a HT.
I really like the idea of making firepits take longer to build in blizzards. Campy gameplay in an otherwised fast-paced game is quite dumb, and it doesn't seem that anyone does anything really cool in blizzards anyway. Giving the player the ability to build fires in the blizzards would let them keep up the offensive, while the reduced building speed would be an incentive for players to prepare for the blizzard instead of completely screwing over the players that didn't think about it. |
Topic updated with paragraphs now, sorry well in the heat of the battle i always seem to forget that little details like using molotov cocktails on conscripts, using smoke grenades, t34 ram ability and more.. well i thing thats normal considering the early stage the game is.
Even since COH 1 my main problem seemed to be the late game, with strong early and mid game when in desperation or something i make wrong decisions or wrong units. Losing the game like yesterday can bring frustration since in the 30 minutes your always a step ahead, good flanking and good combined arms. i think russian tanks sucks right now, but i wasnt able to play or see ISU152 yet, elephants for example are uber strong. i Have made mortars too but german one seem to be stronger, as the AT guns too. MGs in the late game just dont seemed to supress vet german infantry, always died to fast :/
The comeback mechanism may have been the reason we lost the game, i dont know. My teammate made more damage than me but i received more XP, i dont know why lol. I still dont have defined if i like shock troops or guards better, i stil have to play some more games to find out..
Cheers xD
Shock Troops are Guards have very different roles, so it's really dependent on what doctrine you prefer and what style you play. If you have light anti-tank typically, Guards are great. If you have light anti-infantry or few durable units, Shock Troops can be better. I love both of them as units and I feel they fit their roles well.
German weapon teams are stronger but have less men, so you're correct about them being better. Precise artillery, mortars and snipers can deal with them extremely well, often killing them before the enemy can respond. I understand that HMGs may not seem too great, but usually the reason they die is that they are too far ahead. Weapon teams in general shouldn't be used aggressively, and an HMG combined with a tank or squad of infantry can destroy infantry squads without much chance of them causing damage. I don't think veterancy reduces their ability to be suppressed, just significantly reduces the damage they take, which is why HMGs really need to be supported by other units late-game. They won't kill, they'll just suppress so other units can kill.
As for mortars, if you move before the German mortars start trying to counter barrage, you'll be out of range and can barrage again without having taken any damage, so unless they have more mortars than you do, I wouldn't expect you to have much trouble.
Russian tanks are certainly worse than German tanks. The only way to equal them is to get the IS-2 or ISU-152. Still, the T-34 and SU-85 are incredibly strong at anti-infantry and anti-tank respectively, so as long as you have AT guns and infantry supporting them, German tanks shouldn't be a major issue.
As you say, it's still early in the game and there are still many things to learn and remember. Try watching the replay and see if there were any small mistakes you did, like having to use MP on replacing squads because your unit preservation wasn't great. Usually the reason someone loses late-game is not because they don't know what to do, but because of the errors made earlier in the game.
If you want to learn strong late-game strats and mechanics, watch some of the more popular 1v1 replays. Specifically, watch how they transition from a mid-game infantry and weapon team composition into tanks, and especially how aggressive or passive they play with their units. Squad preservation is huge, and if you have more/better vet infantry than your opponent, it can be easy to beat them back (even if you have been losing most of the game). |
I agree completely Tommy except for blizzards. This will require time to make right and its good to see they are tweaking it. Vechiles getting busted engines is actually necessary imo, otherwise it will be HT rush and go to your opponents fires and road kill them all prior to the blizzard. Would be way to annoying and easy.
The white wash on the screen though is pathetic and destroys my eyes, really gives bad eye strain.
I agree extensively about the upkeep system aswell. This is stuffing up early game play and making it almost redundant. I feel this is just a ploy to get people playing faster and not get bored, its stupid though.
Like you said, most this stuff is beyond the point of change. It is some what sad to see such fundamentaly sound things in CoH1 took the turn in the bad direction though
If fire pits didn't cost MP, or costed much less, destroying them wouldn't be as much of a problem. Besides, if a halftrack is running through your points destroying firepits, it shouldn't be too difficult to trap and destroy it.
I agree that the upkeep system seems to get people to play faster and remain engaged despite what has happened in the match, and also that it's used to keep the losing player optimistic (games are closer, so the loser doesn't feel like they're horrible at the game). |
Hi guys! i am really enjoying playing coh2 closed beta, its a fun game (i played vCOH too for a long time), but yesterday i was in a 2vs2 on russians side, the map was pripyat river spring, we have made a good early and mid-game, holding lots of territory and 2 or 3 vps all the time. i thought that battle was impossible to lose but in like the 10 last minutes of the battle the germans owned us badly without chance to response(tanks, lots of inf and arty), they had just 50 vps and we had 400 or more, and in the end they hold all vps and won. I used a 4 to 5 conscript build, followed by a support weapons kampaeya, making mgs and mortars. then i made a t70 light tank with last till the end of the game, t34, some ats.. the normal i guess. then i teched to mechanized armor and made su85 td, but in the last 10 to 15 minutes of the game i was a bit lost, in the need of some strong infantry and in desperation i made shock troops and lots of flame engineers, needless to say we good owned too lol. i admit i made some mistakes mainly because i dont know that well yet the ins and outs of russians commanders and their abilities. what do you guys suggest to a late game strong anti infantry? my late game with soviets just seem to suck badly, i dont have a good tactic yet.. hope you can help me
thanks
HMGs are strong late-game against infantry, but some people forget to rebuild them if they are killed somewhere in the midgame, so that may have been one of your issues. T34s and T70s are both strong against infantry with T34s having a bit more armor, but they have trouble against enemy tanks; keep them away from tanks and they can deal with infantry incredibly well. The SU-76's artillery ability is strong against advancing infantry if you use the ability in an area that the units will be moving into (it can be hard to land if you use it too early or too late, and don't expect the enemy to stand in the location for long).
I've always had trouble using flame engineers and I dislike how vulnerable they are, especially if they are focused by 2 or more infantry squads. They can be strong if you use them with other infantry however, so they're worth using to follow Conscripts or Shock Troops. Shock Troops are quite powerful against infantry simply because they are so durable and their short-ranged damage is high, so if you place them in the front and use artillery/tanks to whittle down the enemy squads, you should be able to push them back long enough to take a VP. Remember to use Smoke Grenades to deal with pesky HMGs or vehicles.
Mortars are also quite strong if you constantly bombard areas that infantry may be in or move through. Alternatively, 2 sniper squads can take out half the members of any German infantry squad instantly, and if the enemy doesn't retreat and reinforce, you can kill the squad on the next pass. Their high MP cost can be an issue late-game, though. |
Is it just me or do the soviet mines suck. I mean they do damage but they don't suppress nor pin infantry and does minimal damage to tanks. Everytime I lay a mine I just see enemy squads run into it, take 1 casualty and no damage to the rest of the squad. Then they just keep going unfazed and keep capping. Not only that but usually when I lay mines since they're so many mortars being spammed that they just detonate all the mines making it all a waste of munitions.
Imo soviet mines need a buff before they're worth it.
I disagree, I don't think Soviet mines have been tested enough to determine whether they need to be buffed or nerfed. Some people use them, but especially in the current COH2 shoutcasts, few mines are used. I don't believe it's because they aren't useful. Players haven't tried to experiment much with mines since there are so many other things to use munitions for, and it can be difficult to place a mine that your opponent will surely walk over. Until mines are used more in high-level games, or until there is a public outcry for mine buffs/nerfs from the general public, I wouldn't say they are in any state to require adjustment.
I've found mines quite useful, and for only 30 munitions (less than the cost of a grenade from Guards Rifle Infantry or Shock Troops), they can wound a squad or cause a critical onto vehicles. For the cost, mines shouldn't be doing considerable damage to vehicles anyway, and they seem to do more damage than a single tank shot along with the useful critical (which is typically a cripple). They're basically stationary panzerfausts that do more damage, for a very slightly increased cost. If you have replays of games where your mines have done very little damage, please share them so that we can look at what you mean. In any case, all of the games I have watched and played in with mines have shown them to be powerful.
If mortars are destroying mines, that doesn't mean mines are bad. Your opponent is countering your mines appropriately. Either kill off their mortars so you can place mines, or place mines in places that won't be bombarded. |
1. Change the upkeep system. I would agree that the upkeep system is a bit restrictive in places. However stating that it outright punishes unit preservation is not a very valid argument. Unit preservation will lead to vetted squads that will outclass new squads from your opponent. The system is also not that restrictive that you wouldn't be able to buy an atg or tank if the "loosing" side saved up for a tank.
However I do agree that it is a bit too restrictive and it would be nice to see the mp income be influenced by the strategic points held. This would also increase their value apart form building an OP to get more resources.
Global veterancy was a way to sink mp not improve your income.
2. Let us see what is actually happening. Couldn't agree more.
3. Blizzards. +1 for less visual obstruction of the screen.
Coltech and it's effect are a rather nice change though.
4. Fix the vehicle critical system. I would expect a shot in the rear to be able to damage the engine even if the hull is at full health but if the shot is hitting the front, I agree that there shouldn't be a damaged, much less a destroyed engine.
The damaged engine caused by fires can easily be avoided. Everyone knows that it will happen if they drive over it and everyone can decide whether it is worth to do in a certain situation or not.
@Damaged engine caused by fires: I don't always have the time to watch my tanks as they come on the field, so I typically give them a move order to the position I want them to be in then go around microing my other units. I expect my tank to get to the point without any issues, not run over a firepit and be slowed considerably because the AI didn't realize it is supposed to avoid the firepit (or as is common, the tank freaked out because an allied infantry squad was nearby and decided to turn directly into the fire). Having to babysit units that aren't anywhere near a fight or important objective is fairly poor in any game. |
It'd depend on how many rounds there are for me. I'd rather play all my games in one day, but I know I'd be too tired after playing 8-10 games against strong opponents. Stopping at the semi-finals or quarter-finals may be good, since then the players can watch over their replays and relax before the hardest games. The players would be rested and the games would hopefully be streamed/viewed with better technical skills and tactics. |
Keep in mind that the doctrine has incredibly limited lategame potential, and any hard nerf to HTD could make the doctrine useless. If Conscripts were too weak, Germans could camp a fuel and hold out early, then roll over your units with a Tiger. Granted if you can take a commanding lead early, the lategame won't be too hard since you'll have the resources for call-ins and tanks, which is why the doctrine has been so powerful in 1v1 where you really just want to stop your opponent from ever taking the fuels.
I like the idea of a 5 muni cost for HTD, although I typically feel that I have a large enough munitions income as Soviets to use Oorah! and Molotovs whenever I please, and an extra 5 munitions wouldn't cause me much harm. Maybe a few less AT Grenades, but there are other ways to counter/cripple vehicles if necessary. |