Well, one could probably argue that it takes a kind of skillset to control a blob of infantry, and there's probably some art to moving the blob around without getting it wiped by a katyusha or stuka, but... The blobs completely undermine most of the strategic merit of Company of Heroes' Essence Engine.
Suppression was (is) an extremely innovative and interesting game mechanic, just like the concept of cover. CoH2 has kinda proven to have flipped the bird towards suppression units like MGs, and the current cover-humping mechanics makes open, empty fields more preferable than positioning units into cover.
Without either of those being the mainstays of the game, god knows wtf balancing the game is going to look at. It's been about as random as it can get, and most changes are based around the meta, not the mechanics of the game. |
I'll never understand why people feel OKW is so impacted by having reduced resource income. When you take into account the ability to convert income, it alleviates most of the impact in almost every respect.
Converting fuel income into muni income and vice versa is as much an advantage as reduced income is a disadvantage. They effectively cancel each other out.
It's not like their manpower income is reduced or anything and that's what matters in most games. (Especially since most factions are often floating a great deal of resources anyway, due to the call-in meta.) |
Unless you're playing in a team game where it can be pretty common that you reach pop cap.
If we're talking 1v1s, usually games are decided long before players even have the chance to reach 100 pop cap so it's effectively a non issue for 1v1s and most 2v2s.
3v3s and 4v4s often find players hitting pop cap towards the endgame if any sort of defensive play has occurred. A player with good unit preservation is often making the decision on which unit not to reinforce or outright sacrifice to free up the 1-5 pop cap for their Tiger or IS-2.
USF players, which incidentally do not have a big heavy call in, can easily bypass this issue by decrewing any of their vehicles. This can have extremely significant strategic implications, but players of 1v1s and 2v2s only won't ever face them. |
tfw coh1 had 3 commanders in every army
ok ok they had ability trees and such but still
if we count every coh1 doctrine as 2 commanders we get 6 commanders
Oh mah gahd I wish commanders had branching trees of abilities. |
You've never set it to fire in a predictive fashion to catch your opponent trying to dodge?
You determine if it goes from left to right, front to rear, etc, and your opponent has no way of knowing which direction is hitting first. It's not like you can only set it to fire on top of territory points or something. Also, there's not exactly warning flares to signal where exactly it's taking place either.
There's a great deal of variety and choice in how you aim your werfer barrage. I mean, just the creeping barrage alone gives it more versatility than the ostheer wefer. |
"Do you think this alpha should be in waves?"
Sure. Those are usually called "beta". |
Anything that wipes squads in a blob will wipe squads outside of a blob.
In fact, a blob is one of the better situations where squads don't get wiped completely because blobs usually aren't strategically positioned into cover, but are massed in open cover where they actually spread out wider than your average explosion radius.
If suppression was a meaningful component to the game then it would be infinitely easier to isolate issues of blobbing, but right now a large army in an open field is the optimal positioning for infantry.
Remember, as long as the game is being balanced mathematically from a spreadsheet, you've got to assume every engagement is designed to take place on a completely flat, blank and empty map.
Goliaths that require cover to cloak only make objects and cover even more of a bad decision to put units anywhere near. |
Creeping barrage walking stuka isn't enough?
Or do you mean one that reliably destroys tanks as well as it wipes squads like the Soviets (kind of) have? |
I miss being able to spend my munitions on G43s for my lmg42 squads.
As much as I like G43s, G43s existed for the Panzer Elite in CoH1, which means that any sort of powerful, long range G43 is never going to make it to CoH2 due to its association with its predecessor.
I mean, considering the track record. |
...and that you no longer had to manually click on an object to vault over it.
Not because I'm lazy and don't want to micro squads, it's because I am so incredibly tired of accidentally having my squads vault over cover instead of using it.
Putting squads into cover behind walls and fences can be such an infuriating pitfall. I can't be the only one driven mad by this.
I know about clicking and dragging for directional cover, but I swear a lot of the time the squads still end up hopping the fence anyway.
And hey, if I am the only one, at least I'll feel better in knowing I'm special. |