Sniper vet abilities and Mortar Halftracks are not viable counters. They arrive too late, and a decent player will use that delay to take control of the game.
The mortar HT is a very decent unit, but it has to be used dynamically (hit and run). It can be inaccurate, but it can shoot and get out real fast. Contrary to popular belief, it does the same amount of damage as a regular mortar.
Sniper vet is ridiculous: its not powerful enough, and you might not get it early enough. |
I noticed this behavior since alpha.
It is one of the big reasons why 2 or 3 mortars casually shooting an area can be more effecting than MG's at supressing: your units start rolling and crawling around.
Same with tanks, and those explosions and troops scattering about helps them run over them. Lag is a second issue that does affect even more, because even if you give it a move option so they escape, the delay makes it extra frustrating.
The lag/delay is a hard thing to fix, because it doesn't necessarily have to do with gameplay, but if the devs can perhaps improve on the behavior of infantry with AOE weaponry, it would create much more streamlined gameplay.
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It depends for me.
I usually put artillery pieces on 9,8 and seven. For certain nuits, such as PGrens, I group em together because they don't suffer if they bunch (but you still have to micro them individually!).
Its completely up to you and your playstyle. Its a tool to administer your troops, how you see fit. |
Hi!
This is a really good question. I used to play RTS games casually with little use of hotkeys. They come with practice, like everything else, but there are ways to speed your learning.
A good, no nonsense method is to use the Grid hotkey layout (check your options). What the grid layout does is assign "Q,W,E,R", to the first row of buttons at the bottom right of the screen. Then "A,S,D,F" to the second row, and so on. Its a very "visual" scheme that allows you to use purely visual guidelines instead of remembering intuitively ("G" for grenade, or "S" for stug, etc).
You already have this scheme enabled... Then what?
Practice away. If you like to start small, play a game against the computer on a comfortable setting. Restrict yourself from using the mouse to click any of the buttons during that match. It doesn't matter if you are slow and clumsy, we all start like that.
By means of repetition, your muscle memory will kick in, and you'll start to do it by heart.
If you keep having trouble, let me know. I'll help you out some more. Try not to start using hotkeys that you'd use in action/high stress situations for now (any infantry or tank abilities). Start by using the hotkeys for buildings. Mines. Bonfires. Stuff you can build repeatedly.
Once you get comfortable with those, use the hotkeys for your troop movement: Q for Attack move. W to stop (incredibly, useful). R for reverse, if you are a fan of that feature, and your most important one: R for retreat. Practice moving units around using these keys.
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As for your second question: you can't build slower than your opponent. You both enter the game at the exact same time, no matter how fast or slow you load. Watch the replays from your opponents to see what they did to build faster.
Maybe they used hotkeys.
Maybe they built their buildings close to their engineers, so it took them less time, etc.
Most importantly, remember to have fun!
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How is Relic supporting the game for free for 6 years and still supporting it no caring about their fans? How is Relic striking a deal with steam to host multiplayer on their servers instead of shutting it down not caring about their fans? Just because an older game is taking them longer to get in working order does not mean they do not care. If anything it means the opposite.
Well fucking said, mate.
I am not satisfied with CoH2, but I have to be patient.
@goatsecks (lol):
1)They didn't have to, though, that's the thing. Companies like EA have closed game support such as NWN and BFME. You can't play em online without a workaround. Relic/Sega is not forced to keep those servers up forever. So they ARE servicing their community, you didn't pay FOR the game, you payed for the opportunity to play the game. You agreed to this.
2)Cheating in vCoH had its moments. In more than 1000 hours that vCoH gave me, I don't once recall a person cheating. Maybe I got drophacked once or twice and thought it was an honest drop. I don't know. But it wasn't bad enough that the game was broken. Having stronger anti-cheat measures would have been nice, but not having them was NOT a disservice to the community. 90% of cheat allegations were founded on sour losses, not legitimate evidence.
3)Bug and balances: All games have them. They patched the game a lot. They made some honest efforts towards it. The mere fact that it got patched after 5 years of lifetime (Read again: 5 years. Thats the lifecycle of a CONSOLE generation), is a true testament to their commitment. We, as a community and human beings, will always want more though. Its understandable.
4)Buggo, Thunder, Noun, Lynx. If you never interacted with some of these names, then you were not active enough in the community. They are not Blizzard GM's, ready at our whim, but community managers. They all did or do a fantastic job, in their own right. Popular games like Halo, Call of Duty and Battlefield have nigh unknown feedback form the developers (and WAY more bugs and imbalances).
Like I said: I am not satisfied with CoH2, I know its can be improved, and some of the basic things I expected are missing. I trusted a dev, with my money to improve upon it, because I am a fan. Its a tough, high stakes industry, I knew the risks....
...but I am sure as hell not going to QQ over $60.00, as if they sold me a house with bad plumbing and insulation. |
Agreed.
I am raging right now over a 2v2 game. Trying to have fun with a friend, come out kicking and screaming. Then I remember: its 2v2.
I still stand by my opinion that patches need to be released carefully, but it is a little frustrating to see most games devolve into the same kind of slugfest.
One of my biggest gripes with the game right now, is not having a specific role for every kind of unit out there. We literally have "useless" units, out there that I think the devs could improve upon (which will offer alternate strategies and solutions).
I want to constructively mention which of these I mean:
Stug: Its not a bad tank, but its got no real personality anymore. It doesn't give me anything that a PIV or an Ostwind can't do, and the price isn't that much better to justify it.
M3 Halftrack:This vehicle is not being used as intended. Its ont a mobile reinforce point, its a "scout car with two slots and better armor". Again though, the price doesn't justify it. Im better off going scout car. So it goes unused unless you need the heavy anti infantry upgrade (people tend to go shock troops for this, though).
SU-75: I give you the barrage for free, but lackluster AT. Its not a ZiS, and its not a SU-85. Same problem a StuG: Im better off choosing the specialized unit than this.
Brummbar: The most unused unit, bar none. Inconsistent results with its shots against infantry, slower than the ostwind and slower rate of fire make this a completely useless unit. The ONLY reason to get it, is if you need extra armor to deal with the infantry hordes, but its better to get a panzerwerfer and deal with it from a safe distance. Its less expensive, too!
What I mean is, these units are "holes" in the tech trees, buttons that you rarely press for results. I think, like I said earlier, if these units could find their place in an army composition, some of the many "repeated" scenarios could be spiced up more.
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We need T70's, ISU-152 and Flamer HT |
Everything changed when they tweaked the scatter: even when it misses, it hits. It is too "tight". |
I disagree that the team that can "surf the chaos" wins. Its so chaotic, that you simply can't fucking devise a true strategy. Sure, smoke might have worked that time, on that VP, but other times, it won't. It escalates to such a point to make the matches a long range slugfest (yuk).
Elephant vs ISU-152. The elephant has a "better" gun. Same range, better reload speed, slightly better penetration. The problem? ISU stuns too often. So it inevitably disables the Elephant often enough to kill it. Pray, too, that the ISU-152 is unsupported. |
I have 200 hours in the game Mr.Hyde(steam ID.) Im lvl 80 currently, and yes i destroy T70's all the time when I decide to play Germans. Stop trying to further your prerogative by refuting my credentials. I am experienced enough to state a honest and experienced opinion. I also build a lot of T70's and have had them completely demolished by anything ranging from grenadiers to tigers. You don't see many Russian players whining about Flame HalftTracks, FlakPanzer, Panzershreks, panzer IV's, or bunkers do you? These units (From your opinion) easily could be considered OP and in need of a "Immediate Nerf." What you dont understand is these units fulfill a roll and they do it effectively (whats the point of building them otherwise?) You sir want to do nothing but discredit, and mask your embarrassment of being owned by the little tank (used by someone better than you.) Have a good day
I agree with Porygon on this one. I respectfully think your arguments hold NO substance.
The T70 doesn't one shot infantry. It two shots them. Problem is, it has AOE damage, so even when it misses, its doing damage. That equates to VERY fast killing.
Shreks kill it in 2.5 shots. Your first volley will not outright kill it. However, a good T70 can outshoot you before you can even hit it. Why? Shreks have a range of 35, and need to be stationary. T70 has a range of 45. That difference is almost as much as the range of a panzerfaust. He can kite you to death.
The pak, as I mentioned, is very squishy, and clumsy. Unless the T70 player gets succesfully baited, chances are, he will dance around it. Yeah, sure you might get a shot off. Then the pak dies.
Ostwind and Panzer IV assume you have enough fuel. By the time you get 115 fuel for Ostwind or 120 for Panzer IV, the T70 already caused territory losses and manpower drains on you. Those counters arrive to late.
You mentioned grenadiers and a Tiger, as "once-upon-a-time a player destroyed my T70 with". Tigers. Grenadiers. Seriously? For agrenadier to destroy a T70, you'd need 4 panzerfausts. Thats 100 munitions that usually you shouldn't be able to spend. That or your T70 was badly damaged already. So that doesn't count as remotely viable counter. And Tigers... well, not even going there.
Its not insanely unbalanced, but the T70 is a little too deadly when it arrives, and leaves very little room for mistakes.
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