So, basically you're playing team games and you are complaining that you need a specific team composition to win? You play sub-optimal you lose, simple as that. This applies to any team-based competetive game (League, DOTA, Overwatch, TF2 etc.) you can't just play whatever you want and expect it to work (not very well at least) and COH2 is no different.
So, yeah, definitely salty. |
things
What are you on about? Either you misunderstood me, or you've never played this game. I'm going to assume the former and explain more clearly:
for 1vs1, adding a CP lock won't make any difference than what it is now (I.E. no CP required), because pace of aquiring CPs is faster than the pace of teching.
In 4vs4(or large team modes in general) tech lock deosn't work, since you can have last tech building by 12-15 min. (around 5-6 CP), and thats without considering rushing and/or fuel funneling strats. Literally tanks which unlocked at CP13 are now ~CP6, long before late-game AT offmaps even become available, If you don't think that is not right then I don't know what to tell you
That's why they need to have a CP requirement, it could be lower, CP 10-11 maybe, but it needs to be there, else we have to shuffle all other commander abilities.
|
We should be moving away from TD meta not cementing it in the ground. There is a whole roster of units that don't really matter on both sides of the front because that allied TD will be the first thing outn
Personally i don't mind current meta, game seems to be most balanced and least-frustrating it has ever been (i'ts not like one stale meta won't be replaced with another stale meta anyway) but unless you plan on whacking Panthers, Brummbars, KTs and 251 Stuka that's really not going to work.
Not that I agree with the change done to the heavy tanks |
Rushing heavy armour ruins the game. You lose medium play and it's not like allied TDs havnt already made the meta stale as is. Now let's make them a requirement! I remember heavy tank meta where the game turned to turtle while both players hoard their fuel so they can get out their big Shiney tank. It was boring as fuck.
Honestly, now that i think about it, HT rush doesn't really make any difference, since allied TDs ARE a requirement anyway (and have been, always) because of Brummbars and Panthers, now you just have added Tigers into the mix for a well balanced diet I guess.
Regardless of that, I still think it's very silly that former CP13 units can be had around CP 5-8
And only for one side.
|
Which units?
The out of meta units were buffed to the point, where they are appealing alternatives, like RETs or M5 quad.
Out of infantries, there were only toning DOWN of units, like con weapon slot limit or bren nerf.
The patch notes of last couple of patches do not seem to support your claim here.
Indeed, brens were nerfed, IS have their bonus RA in cover removed, Royal engies had their RA nerfed, and vet 3 reinforcement cost increased, Cons lost a slot, Pfusies now lose a slot when they upgrade to G43s, Volks flamenades have a timer now, Penals had their vet 3 RA nerfed (when they got PTRSs) moving cooldown nerfed and reinforcement cost increased, Rifelmen can't have double 1919s and had their vet 3 RA nerfed, bundle grenades/light gammons were nerfed, heavy sapper armor was nerfed, assault engies had their 0.9 RA moved to vet 1, Lieutenant had its BAR removed. I probably missed some, can't be bothered to look through all the changelogs.
Hardly "only buffs and no nerfs" |
You can't realistically dodge the mortar shells
But you can dodge mortar shells. Just move your squad once you hear it fire, sure it's a bit more difficult if you have multiple squads in range, and you have to move a little further because of the dispersion, but it's not any different in principle. Same silly dance around VP or from cover to cover.
It's role is the same as the flamethrowers - cover/garrison denial, I don't see how having the ability to dodge somehow makes it worse. |
They where not.
Units where balanced according to baseline and design to excel at a certain range.
But how does that work with design principles like "rifleman are supposed to be stronger becasue they are the core of USF" or "Ost gets better team weapons because of weaker infantry play"
Existence of MG42 kind of shits on that rule as well.
|
But would it be fair for the rest of callin units? Why the Calliope couldn't get the same treatment for example?
And abilities specially design to counter those units such rocket strafe, they would suddenly come way later.
I think you misunderstood me (or maybe I didn't make my point clear enough), I am FOR having dual requirements, specifically for that reason. It helps both gamemodes
I mean, whatever happens I hope we can get all units through ASAP, because right now nothing changed in 1vs1 (since most HT can still be stalled for) and now we have to deal with Tiger rushes in 4v4s because of the new commanders, either everyone should get their HTs by 15 minutes or no one. |
But, how does that even work in a game where units are supposedly specifically designed with different power and cost efficiency in mind? |
I really don't understand what is the problem here with dual requirements
1vs1 CPs don't matter, because you get them before you tech anyway
4vs4 tech doesn't matter, because you get it way before you have enough CP anyway.
Having both requiremnts covers both 1vs1 stalling strategies and 4vs4 rushes
I mean, if you go with a fuel funneling strat you can probably get a tiger out before UKF can get a Valentine (because its locked by CPs) and apparently that's not a problem? |