I would be interested by the demographic of who are the people who want crush removed and those who wants to keep the current status quo.
Wild guess is that high rank/people who knows how to crush/good micro to press retreat are on one group
Valentine could see crush removed, M10/Cromwell could see crush reduced to T34/PIV levels.
I think you're on to something. The meta has been so one dimensional in almost every patch with OP commanders that get used every game, low variety in build orders, etc. The only reason this game has a skill cap higher than tic tac toe is the micro and should not be made more forgiving. |
Every now and then somebody catches you napping and you lose a squad to crush. If multiple squads are getting crushed you deserved to lose. Classic micro intensive counter to heavy blobbers, no reason to remove. If you could run over reatring squads it would be an issue, but you can't, so just hit T if a crisis is about to happen. |
They aren't really OP imo. Definitely feels like they are stronger than the vanilla factions, but against USF and Brits they feel on par. As USF go 4 rifles > medic truck > captain > AT (depending on fuel incomes) > Stuart > Major > Jackson. Grab BARs or howitzer as needed, but after Stuart. If you are Pershing commander skip Major, but if the game is very long get Major if needed for help killing heavy tanks. Pershing commander is the best right now IMO since the mines can one shot his units, my second favorite is Rifle Company for RE flamethowers but only pick that on building dominant maps like Glider or Arnhem.
I mainly play Brits in 2v2 and haven't learned how to use them yet in 1v1, no clue there. |
Map pool for 2v2 is ass but mainly for other reasons. #1 is a problem though. |
The OKW AA truck is retarded in general because penetration is too high and it should at least suck at killing vehicles. Its like a moderately effective AT unit that auto rotates, cannot be decrewed, and also pins infantry. It is borderline too effective if it was a buildable unit, but nope you get it free for teching up. |
If you want to tweak resource income for team 3v3 and 4v4, or make balance changes to the map, thats fine. But I don't care how much you think 3v3 and 4v4 should be catered to, theres 2 major issues. First off like I said, some units or commander abilities are really great in combination with each other and that cannot be addressed without fucking up 1v1 or possibly 2v2. Then another important thing to consider is the vast majority of 3v3 and 4v4 players aren't that great. Usually its l2p issues. I don't care what the majority is, its silly to balance the game to be more fair at a low skill bracket.
RTS games just favor certain factions at certain skill levels. COH1 favored US at the lower levels, then Axis at above average skill levels, and then from there the better you got the more balanced the game was. Terran is easier for low skill levels in SC, this is not unique to COH. I guess thats a product of asymmetrical faction design. Factions that require more use of glass cannon units or more combined arms are harder to master than factions that use more durable vehicles and more general purpose infantry. You can't be in favor of balance at every skill level without making all the factions identical. |
Uhm vet for Wehr maybe ok for 1v1, in team game vet 3 gren horde + zombie bunker = unbeatable, heck you can even spam volk and med bunker will give gren to you, also it throws unit preservation out of the window.
A few things wrong about that. First why is 3v3 and 4v4 even a consideration? COH is not balanced for those modes, it cannot be done. Making 1v1 more balanced will trickle up, but it can never be as balanced because team games have unit combinations that aren't possible in 1v1. For example if Sturmtiger + Jagdtiger is a really OP combo, that issue only exist in team games. Then if you nerf those because of 4v4 casuals they become underpowered in 1v1.
And just because you start with veterancy does not make it ok to lose units. It makes it a little less painful, but you still lose the manpower, still lose the munitions if you buy another weapon upgrade, you might lose some map control, and you still feed vet to other guy when you lost the unit. Plus the process of earning vet has gotten easier than it used to be, vet is now a participation trophy for getting in combat rather than something you earn by getting kills. Receive damage earn experience, lel. Get a couple vehicles hits with infantry AT earn easy vet, lel. |
Vet for US and WM in coh1 works great (maybe it was flawed at one point but in the games final state is fine), most complaints against it are l2p issues. PE system also solid, but it were up to me I would make other changes to the faction (get rid of that damn group zeal upgrade mainly). Brit vet has issues. There isn't anything inherently flawed about earning vet on an officer unit, but the fact that they were needed to advance in enemy territory and could make the whole blob sprint through MGs with the push of a button at vet 1 were bad ideas.
If I were to design a faction that used a officer vet system, the officer would have a larger radius (to cut down on blobbing), have a squad of escorts like the USF officers, and here would be a stacking penalty. For example a lieutenant unit would only benefit 3-4 infantry squads in the vicinity. Then every additional squad in his command aura is actually detrimental to the blob. Would be an interesting concept if there was a new faction that earned vet on the leaders but had mechanics to punish Brit blob style play. |
Your opponent gaining sight on your base means you are bad.
playercard |
Your opponents missplay is rewarded by loss of one of your key units. Sure, it how it supposed to be!
You keep sniper back and trade inf kills instead of rolling the dice going for counter snipes
Would you point me on ridiculous political correctness in coh2? Mb there is complety ahistorical trailers, which i dont know about?
I was talking about the game being dumbed down. I don't want any political correctness either. |