Again, try playing the game for once and show us how your magnificient HMG usage counters massed infantry. You'll be praised by everyone who still gives a shit in the community.
He has been in matches recently, a couple of games the past week I believe . He does present his ladderstats in the signature, looking at ladderstats over a period of time reveals a thing or two. Not saying the games were long or short, just that there is a change in stats. |
4 munitions points
This is my major issue with this map, then comes the 3 VPs next to eachother. Repairpoints I dont have much of a problem with, and neither wintermaps. But the sheer munispam just isnt any fun. This map is seriously dumbed down. Always veto it.
Edit: @OP Remove the map? Even if I dont like it, i would say no. Veto is just fine.
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I do use it as ostheer and like it, however I think it would be ok if blitz was removed when vehicles have damaged engines. Now if relic would think thats a too heavy nerf, Id go with the 50% nullist suggests as a compromise. |
A simple solution would be to reduce the cost of both starting Soviet structures, such that both could be made if desired, and increase the cost of the T3/T4 structures to compensate, thereby preventing faster T-70s/T-34s/whatever.
Maybe reduce the ridiculously long build times, too, but that would create more balance issues.
Buildtime and price seem to be coded together for some reason. Im sorry I can not recall what thread this was explained in. Tried to google it, but just cant find it. So a cheaper building means shorter buildtime.
This is very easily seen as cheap units like the osttruppen reinforce in a blink of an eye at 10 mp and more expensive units take longer time to reinforce. Same goes for building grens vs panthers.
Really would like to have a quote from source though... :/ |
Sorry I cannot help you with the specific problem. Still, I would recommend that you try to get in contact with relic about this, since this is not the official forum and support from relic themselves via this forum could take a while here.
You could mail them at info@relic.com, or any other form om customer support if they got some info on their site. You could also try sending a PM to Noun on theese forums and see if he can guide you to some support. |
+1 and a really good solution. Do agree with the 30 muni pricetag and if they remove the silly signs. |
My thoughts went to the worldbuilder as well actually.
Also, any one got any good tutorials on map-design principals? Did a few for compstomps with friends with the first worldbuilder. Messed around quite alot with it, but cant say Im a pro. |
The funny thing is, right now neither side likes the field HQ. The soviets think its too expensive for something so vulnerable and germans think it's buffs are too powerful. I think both sides would like it to be cheaper and less effective.
Actually got the commander and still not used it because of the above. To much of an arty-magnet and buildingcrits for me to want to use that ability. |
Too long, wont read:
Introduce a 'mouse over' showing the abilities for each commander on the loadingscreen.
The longer version:
Been thinking about this for a long while and even proposed it OT in another topic. Thought I could see if this would gain any support.
When a match/game is loading you are shown a map, your opponent(s) and teammate(s) if you got any. You can also see what commanders are brought into the match. However it is imossible to see what abilities each commander gives you. The loadingscreen is in my opinion a good thing, because it can give you time to prepare, think about proper commanders to use, capping order etc. A 'mouse over' similar to what is shown in the lobby would be great. You could see what random teammates bring, and also what your opponents bring. Its no longer down to memory and try to remember the 28 commanders currently ingame. I do know quite a few commanders by memory now, played quite a few games. But Im not just thinking about myself, Im thinking about new players as well. It could also be an eye opener for them to see what the enemy can build and call in. Might encourage some to try out new commanders or factions.
Since CoH1 the game has been about countering what the opponent brings. In CoH1 this was rather easy, since if you know the faction choice, you do know the three doctrines available, and whats therein. Once you saw the first paratrooper or recon, you knew what doctrine he went. This way, you could prepare and have a counter to later units.
In CoH2, same abilities are shared between diffrent commanders. The only tell is the small(!) image of the commander. If I do not remember what commander brings what, I might end up in trouble later on. Example: Shocktroops that are now availeble in a total of 6 commanders. Even if my opponent pops them out really fast, I have no idea if I have to worry about a KV8, Heavy strafe, Heavy mortar, propwar, B4 howie, Kv1 or ISU. All of theese abilities or units require diffrent tech / strat / and most likely planning. It will become evident sooner or later what he brings, but it kind of takes some of the strat and planning away.
Any thoughts on this?
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I am sorry, but I simply cannot share your view on the advantage. Yes, it may put everyone at a an "equal" disadvantage to not knowing if a ostheer t0 shows up or not. Also, its more a disadvantage for soviet since there are not (yet) any t0 callins for sov.
However for my part, the key aspects of CoH is to know how to counter what the opponent brings.
In CoH1 this was reather easy, since if you know the factionchoice, you do know the three doctrines availeble, and whats therein. Once you saw the first paratrooper och recon, you knew what doctrine he went. This way, you could prepare and have a counter to later units.
In CoH2, same abilities are shared between diffrent commanders. Say we do it yourway. Example: Shocktroops that are now availeble in a total of 6 commanders. Even if my opponent pops them out really fast, I have no idea if I have to worry about a KV8, Heavy strafe, Heavy mortar, propwar, B4 howie, Kv1 or ISU. All of theese abilities or units require diffrent tech / strat / and most likely planning. It will become evident sooner or later what he brings, but just the fact that it could be ANY of a total of 6 commanders is to much to play in the dark.
This is also why I would like to see a 'mouse over' to look at each commanders abilities since there now are a total of 14 commanders per side (and most likely growing). We are not playing memory. This is also a great time to put up a gameplan for yourself or a teammate on teamspeak (or vocal-chat of choice). |