Man, I've been playing this game since 2006 when coh 1 just launched, whenever someone starts whining about droppers and matchmaking in coh 2 I know it's a simpleton who is used to the modern "MOBA" netplay where you just click and play asap, but people whine even more and are also used to have the luxury of denouncing people to admins(sometimes even getting somebody punished under false claims).
You know how netplay was back then? You had to queue in or dig for a long time before playing, people could even judge you because you played on low settings as your rig performance was displayed for the sake of knowing who was likely to drop, and even then drops occured.
Yea, I also played CoH1 back in 2006. I've got my old box somewhere with the 6 CDs and everything. I'm well aware of how MP worked - and if you repeatedly left (or DC'd) matches back then, you'd just get kicked from future lobbies when you joined. The same thing would happen in even older games, like Rise of Nations, Age of Mythology, etc. Joining games, only to ruin them by leaving a few minutes in (either intentionally or not) wasted everyone's time, and gave that person a bad reputation.
Now you have randomly selected players based on their ELO ranking(whenever possible) and faster match making, still with the option of inviting your friends, you can hop in, click search and play in just 1 minute, and you still complain?
I can never understand why some people go nuts and heat up their nerves for some random dude they will probably not see again in their game.
Tldr: Get over it, keep playing and have fun.
Yes, I will complain. Wasting 5 minutes is wasting 5 minutes. I can understand if someone crashes, or needs to leave once; but this is about OPs problem where a person is leaving 10 games in a row. Even if it's not intentional (it almost certainly is, in hopes of lowering their ELO), it's still incredibly inconsiderate.
Even comparatively, other games with skill-based match making almost always have "leaver penalties" to prevent this exact thing. It's usually no penalty for the first leave (in a period of time), and then increasingly long periods of match-making bans (10 minutes, 30 minutes, hours, etc.). That's all I'm asking for.
There is a system you can implement on your own, it's called get over it and stop being a pu***.
Don't worry, you'll get plenty of other great games.
While it's frustrating to have a leaver/dropper every now and then, there should absolutely be consequences for someone repeatedly and intentionally dropping. You're affecting up to 7 people per match, so 10 games in a row is up to 70 players having their game disrupted.
The MG42 is the single most "broken" OP b.s. in this game. Absolutely unbelievable that's only a 260 MP T0 unit with that kind of preformance and stats. It's eve more over kill when combined with Grenadiers, mortars, and doctrinal Assault Grens.
It's actually a really balanced unit. It does do a ton of suppression, but that's basically it (except AP vs. LVs) - and it needs to do that suppression since Grens are basically worthless at close range. It terms DPS, especially against units in green cover or garrisons is basically non-existent. There's a reason it hasn't been adjusted in years (march 2017 was the last change).
Ye, JLI and Falls were op but are trash after the nerf. Not worth to build them anymore. Luckily Jackson was recently nerfed in a similar fashion by bringing its fuel cost up by 5. Per JLI/Falls standard, it means that Jackson is already post nerfs and is good to stay as it is.
Sarcasm. Doomlord refered to them as if post nerf they were no longer very effective, while they are. JLI always trade well and Falls are ambush superhumans. With infantry superiority, whether or not you can exercise your infantry to the limits is usually restricted by the vehicle and arty play of your opponent, so enemy infantry superiority while bugging, can be overcomed if there are other tools available to you.
This is a strawman.
There's a difference between "good" and "over performing"
Nowhere did I say that JLI/Falls were no longer effective or that they were 'trash'.
Before the nerf, JLI/Falls were over-performing; you'd see them in essentially every single game involving OKW, and they would be used as mainline infantry, completely replacing Volks. This is currently the state of the M36; it's fielded in large numbers (2-3+) in every USF game, simply because it's so dominant against other vehicles.
Gameplay reveal trailer; it's pretty scripted, and feels more like an in-game cinematic - and we never see the UI. Still, looks interesting.
Further thoughts; it seems a lot like AoE2, in terms of settings and teams (looks like Mongolia vs. UK?). That's somewhat surprising since we have AoE2, AoE2:HD, and now AoE2E, and because it seemed that each game in the series progressed the 'timeline' a fair bit.
Regardless, it'll be interesting to see real gameplay (i.e. with the UI, people playing 1v1, etc.).
As a "tank destroyer" the Jackson seems to be excellent at destroying tanks, so it seems to be not broken at all since it works fine. You're the one talking a about "breaking it" with the nerf hammer so that it can't do it's job as well.
Yes, the M36 is excellent at destroying tanks. The problem is, it's so good at destroying tanks that it makes basically every other vehicle irrelevant.
There's a difference between "good" and "over performing"; see JLI and/or Falls before they were both nerfed.
USF Pak Howitzer needs to be addressed. IMO still OP.
It was changed from a constant MP drain to an RNG MP drain. The problem is, someone needs to figure out how to make the Pak not be a slightly longer range mortar, while at the same time removing the ability to randomly 1-shot models.
Artillery (both on and off map) friendly-fire damage is really inconsistent between different (but similar) units and abilities.
OST GrW 34's (mortar) 'Counter Barrage' is really strange.
Counter-barrage's "Requires: Barrage off Cooldown" doesn't seem to actually be tied to barrage being on or off cooldown. Simply order a barrage (fire a round or two), then hit stop. After a while the barrage will be off cooldown, but counter-barrage will still be unavailable. In some cases, you'll need to wait an additional ~12 seconds for counter barrage to become available AFTER barrage is off cooldown. From what I can tell, it seems to be assuming a full barrage is fired (i.e. no cancelling) every time barrage is used, as counter-barrage becomes available almost exactly when the last round of a barrage is fired.
Additionally (more of a QOL change than a bug), but the "counter barrage" button doesn't do anything when not setup, despite it being available. It would be nice if clicking the button forced the team to setup (and enable counter-barrage), rather than having to click barrage (or attack ground), then stop, then counter-barrage.Missed that this one is already on this list.