It appears they are revamping the site and the forums. Totally new forums. (Which I'm a little sad about because they deleted all the archives apparently.) This all seems to be in preparation for the November 12th patch, so it might be an allusion to significant changes. |
How about a reduction to building cover if the in-firing unit is within 10 of the models inside. Say, to about 20% cover.
The unit firing out hits them normally, depending on what cover they can find that close to the building.
There is some precedent for this, since apparently there is no cover modifer anywhere else either, if the attacker is within 10.
This would sort of indirectly also simulate "storming" the building.
Not that bad of an idea. Quite frankly I wish there were a building storming mechanic in the game. A lot of the houses could've easily been broken down into two or three respective sections or 'rooms' that players could garrison and then shoot each other from. This would've simulated storming a building rather well too. (Technically two houses next to each other work this way, but its visually weird and moving in and out of buildings is already rather clunky.)
Historically, drawn out battles from within a single house between german and russian forces were common. What was the german joke? "We've taken the kitchen, but they still hold the bedroom?" (Eh, I was close, Google it to the rescue: Rattenkrieg.) But there is one thing about units in houses that should be taken into account: windows. Often times a fully garrisoned house will only have a couple windows for units to shoot out of. In that respect, attacking units are mitigated some of the dangers of assaulting a garrisoned house: only so many members of the inside squad can fire back out.
Good positioning can result in your entire squad effectively focus firing on only one or two enemy entities, which can actually add up to your favor rather nice. Well, maybe not now with how utterly powerful houses are, but it's an aspect of strategy to keep in mind. |
Just how long do you want to sit around for a match? While I agree that the automatch system needs serious tweaking (The strange tendency to always try to find at least one person wildly further across the globe than anyone else for instance.) I think the game needs some sort of game lobby so people can at least meet and greet each other long enough to become friends/form strategy/arrange teams/etc. The Basic Match and Automatch division is rather effective at providing an arena for casual and beginning players, with the official ranked world of automatch being the realm of competitive ladder gaming.
It just makes sense from a design standpoint. The whole THQ bankruptcy thing (Remember SEGA saved CoH2 from potential oblivion) and the economic nature of how game servers are maintained and operated might prove to be too great an obstacle to overcome. But because of that only someone from Relic could actually give an accurate explanation. |
Yes, I believe so. Although that has much more influence on vehicles, which often can't even see over vaultable walls, even after its become crushed rubble. Hence the atrocious kinds of pathing vehicles make when trying to just shoot a target: they often decide they have to move some wonky way to get in range to SEE the target, not just shoot the target.
Sight blocking should not be shot blocking in any way. A unit in sight, for whatever reason, should always be targetable with the only restrictions being weapon range and shot blocking objects. Spotting should override that direct line of sight restriction. |
As long as the points on every map are essentially all identical, there are going to be extensive balance issues that will screw with every map's design and functionality. There are no low, medium, or high points, and except for one muni and one fuel point, all territory produces both munitions and fuel.
One of the crucially balanced features of Langres, Langreskaya's vCoH predecessor, was that the fuel and munitions points were distributed rather unevenly. The right side had two +10 fuels and two +10 munis, all of which were easily cut off for either team (the classic cutoff that still exists, and then southward near the haystacks point to cut off the south.) The left side? One +10 fuel and a +16 munitions. The territory battles that ensued were based on these positions as well. Each team could easily split the right side of the map territory-wise as the resources were distributed close to each player's base beyond the cutoffs. Each could grab a fuel point while the battle would mainly rage over holding the leftmost munitions and fuel point. Or the map would be split down the middle road, and a fuel point on the right side would be the target of harassment.
Essentially, one of the key aspects of Langres that made it an interesting and popular map was because there were three medium fuel points that could constantly be contested territory or in threat of cutoff, as opposed to the standard two or even one section of a map with actual strategic value. The same map could be played rather dynamically, keeping it from feeling stale and cookie cutter. (The map also downplayed the advantages and disadvantages of the British and Panzer Elite factions respectively as well, but that's a whole other bag of worms.)
In the same vein of reasoning Semois, for example, was popular because it was the only map to feature an easily accessible +10 fuel for both sides, with the majority of the contested territory being over munitions. Only two low +5 fuel points existed on the map, providing the targets for cutoff/getting the slight edge of a slim fuel advantage. It was a map where you knew you could usually only slow your opponents fuel income, not shut it down like on other maps. I mean, you could always strategically pin the other player down in their base to totally deny map control, but rarely could you deny that +10 fuel.
My point being: a lot of issues have to deal with the fact that the way map points are set up: it's less about WHAT points you hold, and more about how many of them you hold. I find it interesting that Langreskaya is one of the few maps where the resource points actually correlate with strategic points on the map (also probably due to its vCoH origins). |
You should feel a bit dirty, yes. I think the main thing that gets people going up against the Mechanized assault commander is that the commander provides every unit a player could feasibly need to remain wholly competent throughout the entire game. Assault grenadiers, the option for pgrens (hence shreks), an armor unit the StuG, a straightforward offmap artillery that's great at clearing weapon crews, and then a tiger.
A soviet player knows that no matter how successful or innovative they are at utilizing their available forces against their opponent, they're at a tactical disadvantage. The german player can feasibly skip every tier until t4 for panthers, or pick and choose their strategies and counters if they need a specific unit from their arsenal.
A soviet player has to focus on forcing their opponent to spend fuel on pgren halftracks or stugs, or get them to backtech in which case the soviet has shot themselves in the foot because german t1-t3 has everything the germans need to shut down every non-doctrinal unit the soviet army has.
Essentially, when fighting the Mechanized Assault commander, soviets are fighting an opponent that is equally limited in effective options... So long as the german player decides to not tech whatsoever.
It just highlights the everloving hell out of the fact that soviets are sorely limited in their ability to field both an effective and a balanced army. |
I found curious why they took out this "feature".
It's less that they took it out and more that they didn't build it. |
Yes t34 and t70s are weak on paper but they come out early enough that, if used defensively until ready to push at the right time, they will own both infantry and put a dent into enemy armor.
Well, assuming a perfectly balanced early game and map (Typically non-existent in either case) a t34 hits the field around the same time as any german t3 unit. Choosing a t70 means german t3 will be unopposed for a longer period that the t70 ever would have. That "right time" is a very short amount of time that a competent german player can easily close and even outright eliminate.
But the RNG is indeed a huge factor. Probably so much of one that it's hard to play the game competitively. Every match is really no-contest unless both players are both well practiced and are top-tier gamers capable of micromanaging on an extreme level to get any sort of reliability out of their gameplay. |
Once again this thread is not about t70s as the focus. However:
This optimistic scenario presumes that the german player recovers from the triple t70 rush, when in reality thats often a game ender 10 mins in. Even if you do manage to kill the tanks, chances are at least some of your squads were killed in the process because retreating men and ostheer squads are killed very easily by t70s. It then becomes an uphill battle as your opponents simply switches to t34's for 30 fuel more, and maybe makes another t70 or two as the game goes on to continue infantry harassment. T70s ARE proper soviet armor, they just dont kill panzer 4s.
The problem with that time window is it punishes anything short of perfection on the ostheer player early on. That strategy is designed to quickly end a game, not as part of a prolonged strategy.
Plus I disagree that t70s ever become useless over the course of the game. They repair quickly and infantry never become less vulnerable to harassing tactics.
I like smart t70 harassment a lot because it rewards quick thinking and skill on the soviet player; I dont like that the unit enters the game before german hard counters or even many soft counters, are practical.
Alright, I get your point with there being a difference between these counters being practical and being available. The Germans have all of these counters available to them, they just not be practical for them to utilize against a rushed light tank. And quite frankly I think that is the exact purpose of the T70: to force the german faction to make a less-than-practical move for the first (and only) window of time in CoH2. Let's not forget that upgunned Scout cars, which are already pretty popular for most german players to begin with t70 threat or no, deals extensive damage to the t70 rear armor.
Between PAKs, tellers, scout cars, panzerfausts, and the potential for shreck investment, I think there are plenty of feasible choices available to german players. The t70 is the first unit soviets themselves can field that can hard counter german t2 units: specifically the flame HT. (Which is silly to rush if there's grens or pgrens near it because they can reinforce and faust/shreck.) The window of time the t70 shocks the field is even narrower if you consider the time it takes for either engis or the self repair to fix the damage of one panzerfaust and its guaranteed engine damage, nullifying its speed advantages.
I'm not trying to beat this into the ground at all, and I get that t70s aren't really the point of the thread. I think you've got some good points, but despite them I really cannot believe that the germans aren't well enough equipped to handle an early t70. Every option may not be the most practical, but all the options certainly shut down the shock value a t70 could have.
All that aside, I like the ideas of resource sharing in team games, a reanalysis of tech pricing and timing, as well as Nullist's idea about tweaking how flame damage works. IIRC fire damage ignores the bonuses units get on retreat which is why it is especially common for entire squads to die by fire. I've never liked that about fire. All it should do is treat cover in the opposite fashion as small arms. All in all, that's it's purpose. |
PAKs don't cost any fuel. Getting a soviet player to make three t70s to deal with one should be considered a major win for the Germans. That's a major fuel investment that will seriously delay proper soviet armor. The soviet player is giving german tier 3 the blank check to run amok. But with PAKs being a defensively minded unit, I'll admit that t70s are able to shut down german's ability to make an offensive push until their own tier 3 hits. At that point t70s are mostly useless outside defensive maneuvers themselves.
Putting a teller mine on the flank of a PAK is a great way to lure any t70 to their doom. That or positioning shrecked pgrens around them to prevent that charge. It's an expensive investment those 120 munitions, but it is one of the most effective anti tank weapons against soviet armor. It's not worth trying to chase one down with a single pgren squad, or even two unless the t70 is one shreck away from death, but there's also panzerfausts to consider for those instances.
I don't see anything wrong whatsoever for soviets having a unit that has only a few minutes window of time of effectiveness and can really only functions to hold off german t1 and t2 until the germans finish fielding their own first tier 3 unit. |