CP income is usually pretty balanced for 1v1s. In 4v4s, it is very slow in comparison. This significantly impacts factions that rely heavily on commander abilities. (You know, the Allies.)
In 4v4s I can usually be fielding a number of t3 and t4 units before I'm even to 10 CPs. It is not a challenge to have all necessary tier buildings up and have the resources for Tigers or IS2s or even t34/85s before CPs have unlocked them.
This is one of the major reasons team games are so wonky balance wise in CoH2. The call-in meta is not at all even across every game mode.
Simply, the more players there are, the slower the CP rate. For CP dependent factions, this has huge implications for gameplay and balance. |
I'd rather the LT and Captain be a 1 man squad that has to merge into an existing riflesquad to make a 6 man officer squad. |
The more frustrating part of waiting a long time for a balanced match in 3v3s or 4v4s is that typically people are connecting from the four corners of the planet to be matched up.
Sometimes I just want a match to run smoothly before I can even tell if it is a competitive match or not.
5+ seconds of delay ruins the game no matter the skill rating. |
You know, the Brits were rather weak in CoH1 for 1v1s. There were a few very viable and obvious strategies to shut them down. If a Wehrmacht player really wanted to they could take the necessary steps and prevent the Brits from ever gaining any sort of advantage, they could. (For instance, elite armor made British infantry blind. Piospam v Brits especially before the final patch was nonsense.)
It was in 2v2s where Brits had an ally and their super resource income stacked that they got truly out of hand. Especially with how well Brits with Americans (and PE with Wehrmacht) synergized. Like WFA, the Opposing Fronts armies were designed around lacking core/support units, like snipers, mortars, flamethrowers, and HMGs. When these factions were teamed up with a vanilla faction, their shortcomings almost completely disappeared. (Like how OKW benefits from Ostheer OPs and MG42 support, or how Americans benefitted from territory lockdown and resource bonuses from the British trucks.)
OKW is only designed to play against USF in the same way that Brits were only designed to play against PE. US v PE was kinda gimmicky but as long as people played by a few house rules, (PE could literally do nothing to eliminate snipers effectively.) it could be a good and fun match.
USF v Ostheer is very similar in CoH2: If the Americans don't obviously just overwhelm the Ostheer early on, and if the Ostheer doesn't obviously slam down its heavy tank advantage late game, there can be a good, fun, midgame.
OKW is just the Nazi Brits and they bring with them all the pitfalls of CoH1. |
Mostly because you can't spam Sturms like you can RE's or CEngineers
Except functionally, spamming REs or CEngineers is not a good idea except for the express purpose of trying to repair.
Sturmpioneers have rather strong combat function outside of repairing KTs. |
I miss Wehrmacht having an AI puma in their T3. The Ostwind's just too expensive and too fragile to be such an all-in choice. Upgunning the puma to have the AT capabilities was then the soft/desperate counter to armor. The Ostwind has no options for any kind of enemy armor.
But then there's the upgunned 222 that is in T2 that apparently is trying to fill that role, but has to remain weak enough to be justified.
Trying to theorize how to balance CoH2's factions feels is such a hamstrung exercise. CoH1 did so much right that it's hard for CoH2 to be different AND superior (or even equitable) at the same time. |
You know what's funny? There are A LOT of so-called "non-meta" play styles posted here and people claim that they are viable and you can win with them, but we have countless threads about how "stale" the game is right now.
Playing with a handicap is a great way to even the playing field or instill diversity or a new challenge into a game, but it's not actually a competitively viable strategy. |
I never have found KTs to be a huge problem in their own right.
What's always bothered me is that Sturmpioneers seem to be able to bring an almost dead KT to full health extremely quickly.
One KT effectively acts like 3 or 4 KTs over time because of how much punishment it can absorb and readily bounce back from.
I feel like it takes longer to repair a Jackson than a KT given the units that have to do the repairing. |
Well the (unrealized) idea with every faction was that they'd be spending their resources fielding a variety of units. Vehicles, halftracks, light tanks, assault guns and tank destroyers were intended to be used alongside infantry and medium/heavy tanks.
Problem is, most units are just specific counters for other units, or are available after their counters are available. For the most part, all vehicles are available AFTER anti-tank guns can be fielded.
On the other hand, many of the counters for infantry, solo or massed, require a fuel investment or simply aren't available until the later stages of the game. Much of this has to do with HMGs being rarely capable of suppressing infantry before being decrewed or naded to the point that flanking isn't even necessary.
As such, flanking is usually an ineffective tactic that takes more micro than it's worth. Especially when two masses of infantry are fighting each other. The blob that spreads out usually loses overall because it's easier to focus fire flanking squads.
Until infantry can be suppressed reliably and anti-tank measures aren't a dime a dozen and available before halftracks, blobs are going to dominate the hell out of the game. |
Personally, I feel that with the way CoH2 was advertised, what was ultimately delivered, and how it's been developed since, has had much to do with THQs demise.
The game that Relic was developing under THQ was ultimately not the game that was released under SEGA. Many of the advertised features of the game that people ostensibly pre-ordered the game for (side armor anyone?) were not and have never been, realized. Mud tech, for instance, took months to make it into the game, despite being an advertised (or at least much talked about) feature.
It's for this reason I've always felt that this NDA was here for a reason. People had already spent money on the unfinished game that SEGA was acquiring. There could've been some serious legal ramifications if SEGA didn't play their cards right (which they did) to insulate themselves from the fallout of acquiring the franchise and the changes in CoH2's development.
Many other games would have never even been released. We were actually rather lucky that CoH2 ever saw the light of day. |