This what the surrender option is for.
But then again, I don't give a crap about rank. If my team drops, I drop and try to get a good game.
I try to enjoy the time I have to play games. Winning is great, but hollow victories aren't worth my time. And CoH2 is increasingly hollow. |
I find myself constantly torn between waiting for the next patch to fix things and being infuriated by the latest patch for breaking things.
I think a lot of it has to do with long standing issues with no sign of being looked at, let alone addressed. (Map/territory design, infantry pathing and aiming/animation behaviors, TrueSight glitches/kludges.)
So many things like that have so little to do with things like scatter and DPS, but affect overall gameplay in such incredible ways. |
A lot of what makes the ISU so powerful against infantry I think has much to do with how axis infantry tend to group themselves up. Those four squad members tend to have two to three of its members at all times in the blast radius of just about any explosion, be it a nade, a mortar, or an ISU shell.
Six man squads when hit with a large explosion can indeed wipe the squad, but the odds that all six are in the radius are much lower than for the axis four man squads. A two man squad retreating to base is a whole different thing than an annihilated unit, especially where veterancy is concerned.
At the same time, marching towards the gun barrel of an ISU should never work out for anyone. |
The imbalances that occur in team games, especially beyond 2v2s can vary extensively from team to team and from map to map.
Team synergy (or lack thereof) makes such an incredible impact on performance in 3v3s and 4v4s. Synergy between factions also plays a huge role. (Is it four Americans or four soviets or a mix? Are they up against 3 OKW and an Ost dedicated to OPing? Or is it four soviets versus four ostheer?) Every permutation of the factions facing off provides a different set of tools.
There is a component of min/maxing and dedicated roles that are non-existent in 1v1s and barely possible in 2v2s.
But most of all, what really sets team games in an awkward position is map design. The issues with territory and map control are amplified the more players are involved, especially where CPs and resources are concerned.
Meaningful cutoff points, strat points, resource variance, etc. |
The fact that not all tanks have the option to choose selective fire drive me even more crazy.
But yeah, there's a lot of trash abilities that refuse to go away. It's a principle reason as to why the overall commander design is in such a lack luster situation. |
Adapt, so that when the next change to the game throws everything off you have a more furious passion of things being imbalanced again. |
I'd prefer map redesigns before nighttime versions, but sure, I'd like em. |
I will still play games here and there, but I haven't spent a penny on CoH2 since Assault Grenadiers, and I do not intend on doing so again until the game is balanced and competitive.
Elite Ace commander, nazi Brits, and blobbish America hasn't helped this sentiment either.
I could, however, be convinced to pay a bit of cash for an upgraded Worldbuilder that allows me to place the same territory points as vCoH. High/Med/Low muni/fuel and actual strategic points were such a boon to map design and and map dynamism.
But even so, it'd be a hard sell considering the hollow sense of accomplishment that map making for CoH2 is when the game feels broken and unbalanced. |
Yes, if the commanders were redone the right way.
Spend CPs to unlock abilities, branching doctrines, etc.
Honestly, if CPs had to be spent, and all three commanders in a player's loadout were available ingame, then I feel like both the commander issue and faction design would be on a better footing for balance.
Right now the commander system is designed to be far too rigid and constraining that it almost by default guarantees imbalanced gameplay. |
You know, I've found that axis (ostheer at least) infantry tend to cluster on top of themselves in such a fashion that they typically get killed by tank shells in groups of 1-3.
That is a huge contributing factor in t34's ability to fight infantry, and it has NOTHING to do with the t34. |