I don't see the point of changing from two T3485s to one T3485. If the problem is because the player can call them too early without any tech building then the 9 cp change would be enough. I see no reason for the t3485 to be more expensive since it still loses too a Panzer IV ( victory is rng ) and it cost way more.
People argue that it's actually cheaper because it doesn't require a tech building but since it cost a lot more cps to call in, I no longer see the point of waiting such a long time to call in one overpriced mediocre tank so players will be making the T3 or T4 buildings anyways.
The t3485s should be reverted back to it's original price of 320 mp and 120 fuel since 9 cps is already a big nerf.
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Post History of Jinseual
Thread: 7CP 2x T34/85 and 9CP 1x T34/8518 Feb 2014, 17:24 PM
In: COH2 Balance |
Thread: Call to action - Let's Be Awesome Together17 Feb 2014, 21:19 PM
and have read my reply to Kolaris?
I really don't like any kind of rock paper scissors approach to any game, because it requires a lot of guess work then tactics and strategy. I'm not saying vCoH is, but just comparing the game to rock, paper, scissors is a bad way to go things and makes it seems like you lack creativity with tactics or strategy. I like my games where there are hard counters, soft counters, or the medium therefore there would be many different ways to defeat your foe depending on how you use them. Like your example with snipers, a vet 3 grenadier costs the same as a vet 0 grenadier. Snipers are really effective against the Germans regardless of vet. If snipers are the only counter you have against vet 2 grenadiers then this game really is a rock, paper, scissors and I found that to be a flaw. Thankfully, there are other counters like grenades, flamethrowers, quick Sherman. I also agree that this game needs a longer early game but having global upgrades is not the only way to diversify game play. How bout more different kind of light vehicles? I made this suggestion a while ago, there are many other better suggestions then global upgrades that could make this game great. It just seems like you're trying to make this game just like vCoH. In: Lobby |
Thread: Call to action - Let's Be Awesome Together17 Feb 2014, 18:28 PM
If you didn't understand my post, I never said I am content with the few tech options, I said that I would like to have more different builds to diversify gameplay so there would be less repetitiveness in multiplayer. More different ways to play is always better. What I was arguing against is what Basilone believed that global upgrades is a way to outsmart your opponent he believes that he is superbly brilliant for investing in BARs a few minutes later than he should, to which I said "you did not outsmart him you just invested into it a little later." I also agree that CoH2 has less options to play and only diversifying game play with commanders is a bad way to go, but I never argued against that.
Wrong, the people who are arguing against the game are just as angry, and I wasn't angry at all when I made my post. The way I see it's the people who are criticizing the game who are the angriest. Even if they are angrier that doesn't mean anything, really. Sometimes it is what some people say that makes others angry. In: Lobby |
Thread: Call to action - Let's Be Awesome Together17 Feb 2014, 18:12 PM
So when you intentionally delay your BARs to get your opponent to think you're going M8, forcing him out of a heavy T1 and into a faster T2, that isn't outsmarting him? How many AT gun shots does it take to kill an M8. 3? How accurate are the Panzershrecks? How long does it take to get a T3 building up? A lot longer than the time it takes to get a M8! At high level games T2 doesn't finish off the M8 it only holds them off, deny them from a certain area. What really takes them out are mines or bad micro mistakes. It still doesn't change the fact that it's all about the tactical decisions you make on the field. Barbwire a bunch of areas so you can spend less manpower on t1 units, mess up a well executed BAR flank with a mine. Global Upgrades are investment, the M8 is an investment you lose one it's a major setback you kill over a dozen infantry you're in the lead, get it? If you go heavy T1 and suffer almost no losses against an American attack would you have enough MP for an AT gun anyways? I don't see your scenario as outsmarting, it just seems like the opponent over invested into the next tier. If the opponent has hundreds of other decisions what makes him think M8 would be the only threat he face? or is there only two different kind of builds, BARs or M8s? If that's so, that's not much strategic depth to me. In: Lobby |
Thread: Call to action - Let's Be Awesome Together17 Feb 2014, 17:37 PM
You really think choosing a tech is a way of outsmarting your opponent? That's so ridiculous, they are investments and you either win with that investment or you don't. You either choose to kite your way to victory with the m8 or BAR your way into enemy lines. You're not outsmarting them you are just investing into a tech order and it only pays off if you have good micro and if you use them wisely. That's not "outsmarting" in the sense I see like baiting the opponent into a mine or an excellent flanking attack. I would like to see upgrades or different build orders as a way to have more diversity in game play, but to say that purchasing global upgrades is a way to "outsmart" your opponent is complete fallacy.
The strategic depth in Company of Heroes is already really simple. I see Company of Heroes as a tactical game, what really matters is your judgement and your micro. If you want to know why Company of Heroes 2 has a smaller skill gap between newcomers and excellent players, it's not because of the "strategic depth" it's because that squads die a lot slower to small arms, grenades are easier to dodge, and the impacts of RNG. It has nothing to do with strategic depth. In another post you complained about players only able to win with conscript spam or grenadier spam, that has nothing to do with strategic depth, that is because of an imbalance issue and Relic only needs to buff the other units to fix it. There could be hundreds of way to play this game yet you only see that one tactic because it's the only tactic that works at the time, hence it's a balance issue. You got it all wrong. In: Lobby |
Thread: Bunkers need something.17 Feb 2014, 17:06 PM
I thought bunkers are OP but since the Soviets have m3 scout cars, double snipers and precision strike I no longer care. In: COH2 Balance |
Thread: Why don't you take part in tournaments?17 Feb 2014, 02:53 AM
That could work if there are lobbies in the game. If the commanders are removed from ladders then a lot of people who paid for the commanders will be livid, because then there is no way to play other than custom matches with friends only, which takes the satisfaction out. If there are lobbies, players can play against other players as much as they want at least. In: Lobby |
Thread: Call to action - Let's Be Awesome Together16 Feb 2014, 18:19 PM
+1000 hours I spent on this game. In: Lobby |
Thread: 1GB patch just started downloading15 Feb 2014, 02:34 AM
Relic is trying to sneak something in and hopes we don't notice. In: Lobby |
Thread: Soviet mines needs at least 2x cost for its effectiveness11 Feb 2014, 21:35 PM
People blaming unit AI or squad sizes are missing the real issue. Every Soviet mine does over 100 pct damage to infantry, there is no reduced splash damage at range it's full 100 pct kill to whatever unit is inside it's radius. You have no control on whenever the squad bunches up or not, the mine just randomly kills full HP squads. This adds another unnecessary luck element to the game, and this game has already too much of that. You can have a full HP German squad lost because of an unlucky wipe from a mine, and there are already enough Soviet equipment that could do that. In: COH2 Balance |
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