Thread: Hi guys14 Dec 2013, 22:52 PM
Welcome |
I keep commanderreleases and balance-patches separate. I have been satisfied with most of the stuff in the balancepatches. They are solid and thought out. Dont fiddle with a ton of stuff at the same time. Commander-releases seem to come from outer space though for some reason. Ive not been all to happy about all of them.
The only thing I really miss is a complete changelog so we dont have to look for ninja changes. |
Im with Gustav on this. Its really on par what what it should do now. |
Intresting ideas, but they will not help against unit-spam. There will always be spamming of certain units. Why wont it work? Simply because current meta is to spam grens or cons. The first unit you can build more or less. They use up quite little pop and therefore are wouldnt be all that hurt by popcap changes. The lower the pop-cieling, the more infantry I would think.
Players tend to go with what gives them the best result. During the beta you could se a crazy maximspam, because for many, it did work. This isnt happening anymore since other units preform better and maxim worse. The ostheer FHT was also a nobrainer during beta. With the old vet system and old flame dmg it was a real pain to deal with. Its still used, but perhaps not the all in no-brainer-rush it used to be.
Other examples can be the the penal battalion is a great example of a unit that is quite expensive and yes, deals a ton of damage, but has no AT, and nothing else in T1 can provide you with any AT. This results in the penals being under-used since you sacrifice alot to get them. Also, pricing is a question. MG is same price as a grensquad but is likely to get a molly in its face and must be deploy/undeploy all the time. Why build it when you can have a mobile army upgradable with LMGs? If the MG42 was cheaper it might have been a diffrent story, but then again, this might lead to MG42 spam since they are cheap to buy.
Dont have any really good solutions myself, set apart from the pricing of units and or fiddling with abilities so there are fewer bread and butter units actually forcing you to get more stuff. |
Only played once in automatch (2v2). Feels interesting, and with all that ice sets up for alot of fun and trouble. Im not sure if there will be insane base-arty wars on this one or not, that would be my first concern. Also feels like the VPs favor top players somewhat. |
This is awesome. A must-see |
Thanks wooof for clearing that up |
Not played semoisky yet, but think there is a problem when one faction can build a bunker, upgrade and then "forget" about his fuel, atleast for while. Soviet cant build bunkers and their fuel will be alot more harassable. Also, putting up an MG there just to defend seems kind of expensive as well. Even if the mg upgrade is 60 muni for OH.
Really enjoyed the first CoH2 version of semoisky actually. There was usually more or less fighting all over the map, maybe not as much on the southern part perhaps. Hope I can learn to like this one as well. Also, think its actually good that there is a diffrence between summer and wintermaps. Just sad that on summer maps (moscow, semoisky) fuel seems to be easier to hold on to and less harassable. |
@tuvok and Senseo. Semi-true. No input lag because of many players involved. However, there was a wait for animations to finish, something that is now removed. This means that units will respond faster in both pvp and ai games. |
If i remember correctly they stated in their stream yesterday that mods are no longer available in coh2. However think dev mode is |