So you have to buy a stupid halftrack first big whoop. Its still a better deal than the hoops USF has to jump through.
Which hoops are those?
The building of a unit that unlocks access units and tech? (If this is a hoop, hoops are awesome.)
The unlocking of weapon racks that upgrades units in base by spending munis? (Unless you're unlocking racks after Major and are using that as a FRP, this just means you wait to spend munis until after you retreat.)
Or the spending of fuel to unlock access to grenades? This does set you back in rushing a vehicle of some kind, but also can earn you some easy wipes and/or team weapons early on. (Again, if this is a hoop, hoops must be a good thing.)
![:P :P](/images/Smileys/tongue.gif) |
Shocks are helpless against any kind of vehicle. This alone wouldn't be too much of a problem. However, you can't get Guards with Shocks which leaves penal or conscript support for mobile AT. It's hard to justify committing 600 manpower for a close quarters assault or flank. Since Shocks are such close range units, they're terrible at holding the front lines as well.
Shocks are actually useful lategame units, but Soviet design typically requires locking in a commander choice long before that point. |
Can´t agree. It´s super boring to watch every Ost player go for Mobile Defense every game. Can only hope that the bad results Ostheer had in the 2nd GCS qualifier will make people turn away from mobile defense and experiment with other doctrines.
See, it may be boring to watch because yeah, VonIvan did just do the Mobile Defense thing every game. But that spurred on what you describe in your second paragraph :
It´s a lot like Lend Lease, it was almost unbeatable at first but after a while people figured out ways to beat it and in the end it wasn´t even that good anymore. Same happens right now with Mobile Defense IMO.
What you're describing is the process of a metagame trying to be dynamic and survive. It takes players trying to innovate.
Watching a streamer go mobile defense day in and day out is boring. But that's not playing coh2. |
Are you aware that most players that go Mobile Defense dont tech?
In my opinion you are all proposing things that are hard to implement and without proper testing that could go really wrong and in my experience those kind of things went really wrong with patches.
People go Mobile Defense because they dont have to tech. The enemy has to tech to get the light/medium vehicle. That puts you in a super big advantage. The solution is quite rather simple, lock the vehicles behind tech. Puma in t2, Command p4 in t3. People will move on and will try to find another form of call in meta till there is no more.
That's some forward thinking right there. I think the more changes that are made to the game to limit people from playing "wrong" they certainly will be inclined to move on.
Do people not realize that Mobile Defense loses games too? Not teching and spending all your fuel on command p4s and pumas puts ostheer at a heavy disadvantage if they end up needing those tech units.
I have been seeing many games where Mobile Defense backfires and that's not a bad thing for gameplay or the perceived meta. |
ITT everyone argues KT stats and how to kill/lose KTs. Only one post refers to actually using the KT in a gameplay role, (defending a decisive territory point: a VP). To which the only response was a playercard demand. |
Mobile Defense is one of the few functional commanders in this game.
It augments the core faction in very meaningful and supplemental ways. It counters specific stock allied strategies.
Just because theres not a large community of people trying new strategies to keep the metagame fluid doesn't mean that the existing metagame is wrong or even problematic.
Because what, are we looking at a situation where light vehicle rushes are a problem for axis or that having light vehicle rushes countered a problem for allies? |
The thing with AT tommies is that they are able to deal the initial damage for their snare to cross the threshold of damaging tank engines. That's no insignificant capability.
Quite frankly I am more reticent about more non-doc handheld AT than I am with Tommies having a snare. A more expensive grenade upgrade (so, costing fuel) that unlocks AT nades for all tommies I think I prefer more than making the BOYS rifle/AT nade combo a stock muni upgrade. I dunno. I don't play Brits enough.
I'll reiterate that if the AEC stun were changed to just inflict damaged engine, rather than the timed immobilization, there'd be a semi-non-doctrinal option for UKF to snare. Although that may warrant reworking AEC vet. |
Anyone know the cause?
I'd always figured it's an issue with my mouse if there was anything on my end. I've gone through three since CoH2's release and seen no change or improvement.
However, CoH2 (in my own experiences) has always had a pretty significant input delay, which gets exponentially worse the larger the game.
It happens to me constantly in 4v4s, but I can't think of a time it's occurred when I've been playing mods or friendly custom 1v1s. |
Alternatively, a British (semi)non-doc option could be altered to be an actual snare.
AEC Stun > Damaged Engine. |
Balance directly affects map viability. Depending on patch cycle a map can go from balanced to broken and back again. To pull a random example out of pile: maps from EFA era never took into account the impact of OKW's flak HQ, or british emplacements.
The effectiveness of a mortar pit in, say, the British base also covering a VP or two, or the ability for one player to get sight of an opponents base for timely offmaps were heavily map dependent and balance issues that no longer affect how a map is played. (No offmaps in base, mortar pit/emplacement nerfs, etc.)
Balance blames maps, maps blame balance, but really, they're inextricably intertwined. Proper maps account for balance, proper balance accounts for maps.
That said: Westwall.
I actually think A_E's VP placement might stand to benefit Westwall. One one hand, the munis by the base might work (hard to contest point, easy OP point) but it is also a 1v1 map, so whatever.
The harder to contest VPs kind of balance out the easier to contest fuels. It kind of looks like leftside will initially be compelled to push south, and right to push north, with each pivoting to the other side as the VP game progresses. That, or it'll end up with each taking a side and slugging out the middle. Probably the latter though I think it'd still be more dynamic than the current territory configuration. |