Every single game I've ever tried to use FHQ I've had OKW immediately do their super nuke thing, even at like 6 minutes, and level the building.
It happened enough times for me to feel silly wasting my commander choice on it.
If it's the basic soviet mortar, I'm pretty sure Ostheer's outranges it. But do you mean the doctrinal heavy mortars? I'm pretty sure nothing scarier than a t34/85 comes out of any doctrine with that. And nonetheless, you're then describing a situation that requires multiple players.
And so yeah, 2v1 is pretty hard to crack. Which is why you ostensibly have other teammates yourself. |
Riflemen in vCoH were strong against vCoH volks, and with vet, against grens. With BARs and vet, they surpassed vetted grens.
This dynamic was very interesting. It was also rigid. Wehrmacht vet in vCoH was like that.
In CoH2, all factions get vet the same way (including losing squad members) and they gain an array of gimmicky abilities. Gauging when and how a unit 'scales' is completely up to the course of the game (i.e. RNG/skills). In a manner of speaking, CoH2 is like Opposing Fronts 2, with gameplay being far more reminiscent of the Panzer Elite and British than either of the original factions.
Even Soviets v Ostheer feels more like the Ami v PE slugfests than anything. |
Actually, the fact that CoH2 runs on the Essence Engine v3.0 is more than enough evidence of that.
Not to mention the entire DoW franchise. It's what Relic has been since vCoH's launch: the official mod team of the Essence Engine.
I don't think it was a secret for anyone to figure out. |
In vCoH there were points like +5 muni, +5 fuel, +10 muni, +10 fuel, +16 muni, +16 fuel, and points that gave nothing but a few points of manpower.
In CoH2 we get VP territory now, +7 fuel, +11 muni, and 5muni/3fuel points. And that's all.
Virtually half the kinds of territory. This makes map design a heinously underwhelming task as far as resource distribution goes. The larger the map and the more players, the more this is apparent. |
Panzer Elite in vCoH had scout cars. They costed no fuel, although they came from the one tier building that didn't contribute to panther battlegroups.
These units did not suppress unless a 50 muni ability was purchased, and then the unit had to lockdown, becoming immobile, and only then would its gun potentially suppress. Locking down and going mobile took a few seconds, just like HMGs. But it also locked down the territory point, and could only deploy in friendly territory.
No one used it for this, because it sucked enormously in this capacity. It did, however, work against snipers a fair bit, but it was ultimately how the PE faction could OP territory. But mostly no one would go the auxiliary tier and spend munitions JUST to get the only non-doc unit that suppressed. (Until G43s finally caused true suppression.)
Now, for comparison, the kubel does not have to upgrade anything, doesn't have to become immobile, can suppress enemies without any setup or tear down, and can do so on the doorstep of enemy bases. Plus, I believe, it doesn't require any teching to field.
There's totally a happy medium here. |
Why does OKW have to be designed in such a way that a resource penalty is necessary?
If OKW is too powerful with simply more resources, then isn't that indicative of a situation where (dis)advantages in gameplay, map design, and player skill are extremely amplified? It is, by definition, an unweildly task to balance. The design automatically makes the faction harder to keep in line. |
If the single player community is one that is completely absent from internet discussions or the multiplayer scene, then I don't see how more single player content is going to boost players in any meaningful way for those of us in multiplayer.
As much as I like the notion of Observer mode, the only time I've ever thought that it was necessary was back when things like SNF were still being run and tournaments being held. CoH2 is anathema to competitive tournament player, so I'm not sure how much of a place Obs mode is going to have once it's released a year and a half into this game's life. |
Before WFA and the new maps, I'd always have 3v3 and 4v4 enabled just because I could have more vetoes. |
Observer mode is pretty conducive to an e-sports following. However, a balanced game with little impact from bugs and glitches is also required.
Whichever first, so long as both get done. |
IIRC in vCoH repairing incurred a manpower penalty. I don't tink this is not the case in CoH2. Similarly, pop cap used to be a dynamic number based on territory held, and this is not the case in CoH2.
Two things that made heavy tanks and vehicles in general something to think about in VCoH beyond fuel cost. |