This love goggle glorification of coh1 is getting old
No, what you said is getting old. Since release almost every patch of COH2 has sucked. Between new factions and commanders constantly fucking up the balance along with about 2 years of call-in meta that literally just ended, COH2 has never been in a great state for 1v1. The best state the game was ever in for 1v1 was probably sometime between beta and Tiger Ace commander. Assuming the balance eventually gets ironed out there are still some things better about the original game including better doctrines with no micro transactions, in-game ladders (how the fuck a rts released without this in 2013 is mind boggling), good performance, and other smaller things that collectively just make it a better experience for competitive players.
2v2 in coh2 is on par with vcoh, but vcoh would pull ahead in that category also if the game was still being supported and received a few badly needed bug fixes. I know there are some guys that never bought coh2 game that bash it based what they heard, but I've actually put in a ton of time in both games and I've played maybe 20-30 games of vcoh this month so I'm not misremembering things. Its like comparing COD4 to Advanced Warfare, this isn't a case of rose tinted goggles. |
|
The reward should be having access to units that are superior in the given situation because you made the right decision tech-wise. For example an Ostheer player is rewarded teching T4 for Panthers/Panzerwerfer against a player that has a SU85 and infantry blob. In coh1 a WM player was rewarded for rushing Pumas if the US player invested heavily early in triage/BARs/nades and didn't make a large impact with them. Brits are pretty much fucked because 1>2>3 tech structure does not reward picking the right building. Soviets could be redeemed by removing the T3 before T4 requirement. More global upgrades would also help in that regard but I highly doubt that is going to happen.
Building everything to get your end game unit isn't really a decision nor does it encourage actually building stuff from those tiers since the fuel would just be saved for the T0 unit instead. I think people get this misconception that "combined arms" for the sake of diversity is skillful play....its not. Skillful play is when you make a smart decision to get unit B instead of another unit A because it actually makes your army stronger in that particular situation, not because some guy in Vancouver made a arbitrary decision to require more variety.
Something that would actually make the game harder and raise the skill gap a bit would be to change up the population/upkeep system. Many units take up far too much population, leading to less total units and also less manpower for buying new units. I played a vcoh 1v1 the other day and I had 6 rifles, a Ranger, a M18, 2 engineers, 3 AT guns, a mortar, and a stolen MG42 and I still had 220 income and a little bit of spare population. I'd rather see high unit counts with a moderate amount of variety than far less units with more "combined arms." The game is more interesting when you are micro'ing a bunch of stuff all over the place versus putting 50% of your attention towards a vehicle that takes up 1/3 of your population like its a MOBA hero. Theres some things that worked better in the original game that are probably never going to be changed because it would require some radical redesign (commander system for example), on the other hand population tweaks are a change that would be really easy to roll out in just one patch. |
They need to function like a normal mortars (I'm thinking 120mm). Massive range, slow RoF, high damage, slow projectile speed. That way it is effective against support units and guys in cover. The thing is just awkward as-is and until they change the role it plays, it will either be an overperforming place and forget unit or very underwhelming. |
I didn't have any experience of everyone using the same loadouts and cards. I noticed a lot of people use sniper, shield, jetpack, and grenade. The only thing that seemed underused to me was the ability that made your weapon do more damage to vehicles. Its not a bad ability though, it shreds low altitude fighters and ATST's especially if you are using the machine gun. So really I don't think its a problem, because it only takes a couple guys on the team with that card actively trying to go after vehicles for it to make a difference. For blasters they also seemed used pretty equally to me with the exception of the pistol on Hoth and the Empire standard rifle on the other map, which makes total sense that people stick away from the CQB weapon on wide open maps and a slow RoF weapon on a close quarters map, same is true for any game. So those weren't issues at all for me.
The problems I noticed was vehicle sights not calibrated right, sniper scope being slightly off if you use it from 3rd person, and spawns. Unless the rest of the game we haven't seen is terrible I'll probably get it but not until around Christmas so I have time with Fallout |
Thread: New PC15 Oct 2015, 20:35 PM
Alright gents . Thanks you much. So i will say it differently.
What best PC without rebuilding much of it i can have now for 500 Euros ? (for coh2)
If by good performance you mean 60fps on medium settings, it will take over $500 most likely. Maybe you can pull it off with some bargain deals on ebay, but buying stuff at face value on new egg and its not going to happen. Best case scenario:
$70 mobo
$40-50 PSU
$50 case
$50-70 RAM
$200 GPU
$170 CPU
$50 HDD
$15 CD drive
$645-675 +tax +S&H
My $600 rig got owned by fire bombs, large maps, huge unit count, etc....was solved with a nicer GPU (and still struggles while broadcasting).
edit: that's almost 600 euros |
Thread: New PC15 Oct 2015, 16:59 PM
The most "budget" PC you can build for coh2 is something with an i5 or better and at the very least a GPU like a GTX 770. This game absolutely wrecks mid range gaming PCs (thank Relic for that), you will need something on the cheap fringe of high end. Expect to spend near $1000 USD. |
Shall we also nerf teller mines then, since they can one shot a lot of light vehicles/tanks? Or hell, there's no reason someone couldn't stack 2-3 regular mines on top of each other. So in order to prevent that, mines should do a trivial amount of damage. But they'll suppress things! Things that are often on the other side of the map. Suppression won't even stop them from capping now.
Or hell, regular mines will one shot scout cars or bren carriers. Oh man I had a squad inside there too and they died with it. We should nerf that too because there's no way mines should actually kill things. They should just be there to tickle the enemy unexpectedly.
Theres two big differences between vehicles and infantry. One is you have less vehicles, clearing the path for them is 5x less tedious work than sweeping everywhere one of your infantry units goes. The second is that as the game progresses your vehicles become obsolete. Every now and then you may manage to keep your T70 or a Kubel alive but they aren't expected to live for the entire game, mines just speed up the process sometimes. Infantry are generally expected to live the entire game when well micro'd, and being able to compete late game depends on scaling with Vet. New tanks do their job fine without vet, they just get some bonuses. Jagdpanzer for example is fantastic with Vet but is still a good TD as fresh unit. |
And normal grens especially. Hurts alot to lose 2 vet3 grens in a blink of an eye lategame. Sweeper is a Solution but my Micro isnt good enough lategame to handle them across the map.so maybe l2p issue
Nah nobody should be punished for losing a important infantry unit because your sweeper wasn't there, unless you were running around with a low health squad. The fact of the matter is that nobody is going to be running around with 3-5 sweepers at the same time so that every squad has their own mine detector, the alternative is run all your squads in a blob behind sweeper so you can 100% avoid that happening, and that is terrible for gameplay. Dullahan hasn't played coh games long enough or at high enough level to give strong "l2p" opinions the way he does, so take it with a grain of salt. |
Definitely one of the top 5 things (insta wipes in general) that is wrong with coh2 competitively. Low-moderate damage w/ massive suppression is better. Hitting a mine should cost you field presence, not a unit. |