It seems like the "big picture" here is that you want to buff the Germans and nerf-bat the Soviets, overall. At least that is the gist I got, and I think that the balance in the game is currently pretty good (maybe Germans are slightly OP, but certainly not unbeatable, just from general observation).
I think that some of the changes you suggest for likes of blitzkrieg and overdrive are interesting, but I don't think these are really issues at the moment (blitzkreig is annoying as hell sometimes though). I think that the devs should spend their time working on fixing the few biggest problems within the current system rather than making widespread changes that would have to be playtested for MONTHS before becoming balanced. On paper it all looks good. Also, adding content, they should definitely be working on new content to keep things fresh.
Thank you for your time. |
I agree with this. It would give a window to conscripts maybe a bit before pgrens start to arrive where they can really put the PPsh to good effect. |
One thing that you have to consider is that the majority of the people that play the game and enjoy it are not active members of the community. IMO This game is just as good as vCoH was on launch if not better. I think that a lot of people who have been playing the game since the vCoH were expecting the same game again (which is kind of ironic since a lot of people complain that the game wasn't as "revolutionary" as the first).
Along with a lot of responses you've gotten to this post I'll say that if you like the game then continue to play it. I usually overlook the "negativity" regarding the game as a vocal minority. Granted the game is not without it's problems, but I think this one will have a lasting community, I mean there is already a sponsored tournament, pretty sure that didn't happen a few months after the release of vCoH. |
So you think that assaulting from the front and throwing a grenade is at the very least equally as effective as a flanking maneuver?
EDIT: I would simply have to disagree with you about the effectiveness of cover. If you look at the bonuses units get they are fairly significant.
I think the solution to what you are describing would be to increase the penalties for units that are exposed and out of cover? This is something that I think I would agree with to a degree. |
I personally like the amount of micro required at this point in time.
I don't have too many issues with input lag or "poor unit cohesion" tbh. Occasionally I'll run into the issue with units coming under fire or nearby mortar shells landing, but it kinds of add to the visceral feel of the game. Makes me feel like my troops are going "OH F**K" and responding somewhat realistically to their surroundings.
That being said I do have WTF moments every few games, but nothing is perfect. |
In regards to the "positioning" of infantry units vs. grenades. The amount of "clickiness" or "micro" that the use of grenades adds is negligible unless you are in the mindset of "I'm going to send my infantry to this cover here and they should have the advantage". Instead think ahead. OK so if I move my infantry to this light cover first, wait for them to throw a nade, then move to the adjacent green cover, I'll be have the upper hand as I'll have lured them into wasting munitions and I'll also be in superior cover. As opposed to moving them into the green cover immediately and trying to fight it out from there.
The purpose of a grenade is to flush troops out from cover (hopefully killing a few in the process). Cover in this game is directional also, which means if a rifle nade lands on the side of the cover your guys are on, that stone wall isn't going to stop those metal fragments.
The only thing grenades add is tactical depth to the game. God forbid you have to click 2, 3, or 4 more times to dodge them. |