Heh, having tinkered around with cover in worldbuilder a great deal, I've found that conscripts actually do a better job getting into cover than grens.
For some reason, even when there's ample cover, grenadiers always seem to have one guy stepping or two blocks away from cover. The map I've been working on had some red cover near a green cover wreck, and I could not find a way AT ALL to get the fourth gren to not stand in the red cover.
I eventually went back and had to edit the red cover so the green cover wasn't actually suicide.
But the yellow cover craters seem to fill up with conscripts easily, all in cover, but grens still insist on putting three of themselves together and the fourth goes off doing his own thing.
Which is probably why I have such a frustrating time with grenadiers. The fourth guy always seems to sabotage the positioning and cover of the entire squad, and the other three are always packed together so tightly that the first explosive will reduce the squad down to one guy: the guy that's standing in red cover like an idiot. |
Yeah the last thing I'm thinking about when I want to play a faction that has all te basic units available to me is the political ramifications of what is being represented.
If I was concerning myself with political statements in CoH2, I would've long pitched this game into a bonfire considering its ambivalent and blatant license of historicity.
I feel like the issues with this game has much more to do with gameplay and balance than it does with the people solely getting a hard on for the Nazis. |
Heavily lopsided percentages has a very technical implication for balance:
It means that, for team games at least, the faction with the larger pool of players will, from a technical standpoint, have the better optimized team. The players with the best connections and locales will be sorted. The faction with hardly any players will have to take whatever they can get as they connect. It doesn't matter if they're located in Croatia or Texas, or if they're new or veteran, highly or poorly ranked: they're going to be the last member of the team because the priority is getting the game going.
Imbalanced faction percentages denies automatch from being able to correctly sort people out into appropriate matches based on connection, location, and skill.
That's going to hurt the game no matter how you look at it. |
Axis doesn't have to choose a doctrine until they need to.
The Allies have to roll the dice and hope the doctrine they chose won't shoot them in the foot.
This doesn't make for fun gameplay. As long as allied commanders complete the faction instead of offering additional options, people aren't going to give them a serious chance.
It requires that they chose the right 3 commanders to go against the loadout the opponent chose before the game ever started. Having the strategy part of the game decided before the loading screen is pretty anathema to a strategy game. |
I believe the rate at which units recover from suppression is different for each unit.
As in, the reason shocks can be so hard to suppress is that they recover from it so quickly, that it takes a bit for the tiny mg42 bursts to stack up enough.
Cover also affects this exponentially.
I just wish units in green cover wouldn't get suppressed and immediately crawl out of cover and ramp up the suppression.
Also, it's very challenging to get all members of a squad into cover. Usually one or two members decides to stand in the middle of a field instead, and they'll be the entity that absorbs enough damage and suppression to compromise the whole squad. |
Please create a balance server for testing strategies. Please.
Ever since I saw Relic employees streaming themselves playing automatch and DoW on the clock at the offices, I have had less than rosy opinions on how, at the very least, those that balance this game treat the game and community.
Not just from the fact that they were doing it, but also how they were doing it. This is just the instance where people just got fed up enough. This isn't a first occasion.
Its one of the reasons I haven't bought a bit of content for CoH2 since Code Blue. |
Abandoning weapons would require a relinquishing the function of squads splitting when crewing. It would also require some mechanic of veterancy transference.
For Soviets, I think this makes great sense. It's what I'd hoped would be apart of their core design, what with conscripts supposedly being weak, replaceable squads. Those six man weapon crew squads would have the related stats and gain veterancy for crewing their appropriate weapon, but would otherwise perform as conscripts.
Support crew veterancy retention would be more valuable, since the crew wouldn't be spirit linked to their weapon. Also, a weapon exploding wouldn't just kill everyone, just leave them without a weapon to crew.
I've suggested this since closed beta. |
No. That would be different from Starcraft. Therefore: an impossible request.
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That'd be a great map. You'd have Americans on one side, Soviets on the other, and no germans. Then you meet in the middle and stand off and build up forces for sixty years. |
Soviets and Americans fighting on a unified Front. Uh huh. HISTORICAL. |