Templar come out late as fuck, are a heavy resource investment, and are risky if you don't know what you are doing.
None of that is the case with the new MG42.
Then think about banelings punishing shitty micro. Banelings require baneling nest. MG42 requires T1 building. Is that a close enough comparison for you? |
A poorly designed game would also give all factions equal power at all stages of the game, which would include giving every faction a strong MG in T1. What a boring game that would be. Wehrmacht need the MG42 to contend with allied infantry which are undoubtably the strongest early game infantry in the game. Allies don't need MGs to stop 4 volks squads. You just need everything you get early game anyway. Strong riflemen. Nades. M20. Everything they have shits on axis infantry. |
One thing that does seem really good about the MG42 is its ability to switch targets and pin multiple split squads in the arc of fire. In CoH1 you had to wait for the MG42 to finish the entire burst before you could tell it to switch targets, and it would slowly aim at the next squad. If you told it to fire mid burst it would pack up and redeploy. In CoH2 I'm pretty sure it just quikcly aims to the next squad and suppresses it. |
A well designed RTS game will include units that punish unit blobbing and therefore poor play. Just look at starcraft. One high templar could kill 50 marines (50 min/150 gas templar vs 2500 min of marines) but no one would say templar is OP. They'd just say get good and learn to micro. |
Can you provide a replay, showing these things against a semi good player in coh2 please?
Until then, all your words are wind.
That's the problem. CoH2 is full of many many noobs, and decent players are a rare commodity nowadays. |
Everything about COH2 makes flanking MGs easier. MGs cant see past obstacles. MGs have reduced line of sight. No bike to scout vision. No bike to push riflemen to prevent them from closing. No mines. Not only does CoH2 lack those things, then you add in Oorah ability, early and super cheap molotovs, and smoke grenades from the Americans? COME ON PEOPLE. YOU HAVE BRAINS. IT'S TIME TO START USING THEM. Don't rifle click your 4 riflemen in front of a MG and then QQ when you have to retreat. PLEASE. |
I think CoH2 players who never played CoH1 need to realise that it was even possible to flank MG42s in CoH1 when they had greater vision, unobstructed vision, a bike to scout for the vision, and cheap 25 munitions mines protecting flanks. How on earth did Americans ever flank MGs if they were so good? You had to get good. Stop complaining and step your games up. |
In my opinion, the answer to a problem is never to give the problem to the other factions. Having all factions have the exact same options and being exactly the same strength at all stages of the game is really boring. FRP for all factions isn't the answer.
Also, may I remind everyone that in COH1 the British were the only faction to have a forward retreat point and that although it felt broken when they were released that eventually people learned how to play effectively against it. Just because you personally have a problem with FRP doens't mean it's inherently broken. Wait for the patch to come out, try new builds, new commanders, sit down and think hard about how you're playing and how you can adapt. |
VonIvan, I specifically said 2009-2010 because the era of vCoH after that was the sniper spam/AC spam era which wasn't as fun anymore. The era where the metagame shifted drastically and axis was underpowered in 2v2 was my favourite. |
The 1v1 and 2v2AT scene in those years I feel will never be surpassed by CoH2. |