You probably know that the November 12th patch (the Turning Point update) broke the replay analyzer. Any plans to update it? |
this has already been done with AssGrens. they just don't give a shit
True. I guess as long as the performance of the units and abilities is modified and none are actually taken away. Although, the Soviet Industry one is pretty specific so it might be hard to make adjustments. Regardless, I think this about to blow up in their face. CoH2 will still be a good/fun game, but the competitive scene will die off. I can't see people playing this in 6-7 years like vCoH. |
I'm a little concerned about them not being able to re-balance (nerf) these new commanders. I mean the people that bought them, did so because they were advertised to do X, Y, and Z. Can Sega/Relic really change that after people paid for them? That would be like buying a vacuum cleaner, and two weeks later, Hoover shows up at your house and tells you that they have to turn it into a microwave.
|
Well, you've got it slightly wrong, afaik. This is the (very) rough of it now:
Vet1: ability
Vet2: German survivability, Soviet lethality.
Vet3: German lethality, Soviet lethality.
The problem was that, especially with vehicles, the survivability-buff had a massive impact, combined with vehicles gaining vet too easily, in many ppl's opinion.
As of this patch, it is more squad-specific.
Vet1: ability
Vet2: a buff and less cooldown on abilities.
Vet3: another buff and less cooldown on abilities.
The buffs tend to be more role-specific, such as increased suppression dealt by MGs etc.
Got it. Thanks to everyone for the replies.
At first, I thought this might have been an attempt to balance the late game and give the Soviet's a better chance...but I see that the P4 still gets an armor bonus at Vet 2 (I guess it'd be kind of silly not to give it an armor bonus after adding the side skirts). The Vet 2 P4 is the biggest headache for me as a Soviet player (if it happens, it's pretty much gg). I've resorted to using a commander with Mark Vehicle in just about every game just to prevent the P4 from getting to Vet 2. |
Can someone give a general explanation how the veterancy system is changing to someone who wasn't intimately familiar with the way veterancy bonuses worked before?
All I knew (or at least I thought I knew) was this:
Level 1 - small defensive bonus
Level 2 - bigger defensive bonus
Level 3 - offensive bonus
How is this changing? |
I think that the rnade is a fair counter. It's not non-dodgeable but it won't wipe a full health Maxim, 2 or 3 are needed. No need to reduce its range while suppressed.
At the same time I wanna be rewarded when playing vs noobs as Sov if my opponent is dumb enough not to reposition his mg42 when I get in molotov range.
One rifle nade will regularly take a full-health maxim squad down to 4 or 3 men. And if you take a second one, it won't kill you, but you'll almost always get killed while packing up trying to retreat. So the end result is the same for the infantry counters to the HMGs...get naded or molly'd, and you better retreat if you value your MG. |
What I see mostly is maxims heavily stalling play: they go in buildings, you have to go in buildings to avoid their instapin. Then the waiting game starts until you can field a counter. The whole "infantrydance" of coh, which makes for such a fun chess-like earlygame, gets replaced by "camp the buildings till you can field a counter". It degrades the game in my opinion.
Maxim instapin? |
It will stop head on assaults as long as you have extended line of sight, if you really don't have a spotter for that you can setup behind a capped point and the area around the pole will provide extended los.
but the bottom line is that even if the mg has no extended los it will still be able to stop a single conscript squad heads on (maybe will need to reposition to dodge molotov). It will probably lose if unsupported to multiple conscripts squads but that's what I would expect
I think both MGs are balanced fine, except that you shouldn't be able to counter them with a single squad by using a Rifle Nade or Oorah/Molotov. I think the solution to this is to shorten the range of the nade and the molotov while suppressed. Maybe if you entered the cone of fire on the far right/left and it takes the MG a long time adjust its aim, you could manage to get close enough...but straight on, it should never work.
Also, wasn't there a mention of a change in the beta patch notes that said something about giving infantry the ability to turn and shoot better while moving. A lot of times, I'm running my squad to try and get out of the MG's cone, but they're not able to fire at the MG squad until they stop safely out of the cone due to their angle of approach. If the moving squad can turn and fire (at even a 45 degree angle), they'll be able to deal damage that whole time. |
So lately I've been finding myself in this position in the mid-game:
After gaining a small to moderate map control advantage with a relatively fast T3, I find myself with two T-34's, an AT Gun, a mortar (usually the 120), a Guard's Rifle Squad (vet 1) and 3 Conscripts (vet 1 or 2), and maybe a stolen MG. My opponent usually has a similar infantry force, and one Panzer IV. It's common for my opponent to also build a PaK at this point.
From here, I'm having trouble pushing my advantage (albeit a slight one). Eventually, a fuel OP that I can't quite manage to take out leads to a Tiger, and no matter how many T34's I've built - it's game over.
I'm pretty sure the answer is taking out the Panzer IV when I have this advantage and push forward to harass his fuel and take out any OPs he has. This would force him to abandon his plans for the Tiger and continue pumping out PIVs. I think my problem is micro-related. I've tried to go for the ram with one T34, flank with the other, and bring up my ZiS. But if he's smart, he's playing conservative with his PIV and just biding his time. So to pull this off, I've had to push too far forward, the flanking T-34 gets fausted and it's all downhill from there. It usually ends with two dead T-34s, while he repairs his PIV.
I've actually had better luck playing conservative and hanging back, but it usually requires my opponent to be somewhat careless (that and Mark Vehicle). So I know this isn't a winning strategy in the long-term (especially not against better players). Any suggested tactics for dealing with this conservative German mid-game?
Or if my micro isn't good enough to micro two or more tanks at a time, should I abandon this strategy and my preferred Commander choices (Combined Arms and Mechanized Support)? Maybe play conservatively and opt for a commander with a heavy call-in (requiring less micro)?
Thanks. |
Thanks jmarks.
Did you have to replace it yourself or did the manufacturer get you a new one?
Never had any CTD with other games so might not be that.
I built my machine myself, so I went directly to the company that made the RAM and got it replaced through them. If you bought directly from Alienware, their warranty should cover it. To make sure that's the problem, be sure to run memtest first. |