Ladder is broken, a lot of people are playing above their league.
But yea, I wish they'd remove AT from the automatches. |
Thread: ISU-15228 Apr 2014, 10:07 AM
While that would be interesting, streamers often discuss balance on their streams, so you can ask them specific questions and get answers right away.
But that still will be opinions.
One streamer says ISU is batshit OP, another says its just noobs QQ about it, both are top players for both factions, which one is right?
Well, I don't really follow streamers for that reason, too one sided. No one player (or dev, for that matter), knows the state of the game. Unless Relic already have talks like that with the community, I think it could be very beneficial for them to hear it (and for the rest of us just enjoyable to listen to). |
Thread: ISU-15228 Apr 2014, 09:32 AM
Amount of games played is a huge factor when it comes to balancing, it earns you experience you otherwise can only speculate about.
Anyone with a low amount of games played should be very restrictive passing judgement, they simply lack the experience to do so in any decent way.
I'd still like to see a podcast with top tier players and casters discussing balance, units and maps. Would be interesting to hear for us mid level scrubs.
Consensus seems to be that squad wipes are boring, regardless of faction (arty being the exception), I do hope that this comes through to Relic.
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Thread: ISU-15227 Apr 2014, 14:02 PM
I'm pretty confident it will get nerfed at any rate. I'd be happy to see an entire update dedicated to reducing one-shot wipe potential across both factions, to be perfectly honest.
This, very much so. |
Thread: ISU-15227 Apr 2014, 07:27 AM
The elephant you can play around, you can easily push out with infantry and AT guns without fearing massive squad losses from it (it has clear weaknesses). An ISU-152 stops both infantry and AT guns advancing on it, and it does good damage against vehicles. And it has huge range. I don't see any clear weakness like i do with the Elephant.
Personally I don't like any full health squad wipe mechanics. Infantry is fun to play with, wish they'd stick around even late game.
I always thought it (the ISU) was a bit too good at what it does even before patch, but I figured it was just a L2P issue from my side. It's good to see it discussed. |
Again, putting content behind a paywall in a multiplayer environment is detrimental to the gameplay experience. Commanders gets you new tactical choices, choices that you only have because you payed for them.
That is fine in singleplayer. Comp stomp away, but let me have the ability to NOT play against people who buy commanders.
Let people use filters that excludes Commanders, and this wouldn't be an issue at all. A site like Coh2.org could easily have a "Coh2 Commander Filter" with community approved Commanders. Of course this will lead to other problems (like longer ques), but it will put and end to the 'unfairness' argument.
A lot of people are missing the point with the DLC from Relic. Monetization is fine, but selling DLC should not come at the expense of multiplayer balance and quality, and that has been the case with almost every Commander so far. No doubt Sega is pushing the agenda on DLC (I dearly hope), but it can be made with much more elegance and thought then in it's current form which steamrolls the game and forces new and contrived meta games after every release. |
- If there were "divisions" that matched player levels I'd be happy. Even with a system with promotion/relegation like in European sports in general.
- RNG is really too much. I know the game is built around it but as many have said, a whole game can depend on a single mortar hit.
- Retreating a 3 man gren squad at low health is pretty much a sure death anyways. No point in trying to conserve units.
- Pathing. Nothing else to say about this.
- No variation in play. Pick one unit - keep building it until GG. Shocks, Guards, Snipers, Grens, Tanks etc.
- No mid game. I mean there are some infantry engagements and then tanks. Then gg.
- Time commitment for tourneys is insane.
- Skillplane. I would hate seeing 2-3-4 vetted units dissapear because someone had 240 munis to spare. + have that whole area denied for 3 minutes or what it is.
The worst thing is the feeling of helplessness that some people have mentioned. The game functions in a way that makes it feel like regardless of how good I play, I'm just gonna lose anyways in the end.
Basically this. I enjoy CoH2, it's a fun RTS and have some great moments, but what really really kills it for me is all the RNG stuff I can't control.
Oh he's throwing a satchel charge? Too bad you pressed retreat only 3 seconds before the thrown animation began, and you're men respond 2 seconds after it hits the ground. Same problem with molotov.
Commanders in a tournament should be restricted. Everyone should have the same ones. Anything else will feel like P2W.
Honestly, that should go for the normal ladder as well. |
Hold fire would make so much sense. It's I need sniper to be able to do any form of scouting. Being able to hide and choose your engagements would really raise the skill ceiling. |
Pretty sure Relic is, at this point, just trying to milk out as much cash they can for their next project, competitive play and balance be damned. |
The T70's yoyo ability is indeed very strong. If you just keep backpeedling and moving in and out of sight, you can kill any infantry. Keep it as support behind your pushes, and you can't lose it (and it will just annihilate any ost infantry). It's a strange decision, having the T70 outrange shreks. One would think they'd at least be equal.
If I detect my opponent going for a T70, I pray to god that I haven't spent too much muni on rifle nades, or even worse a FHT, cause then I'm pretty much boned.
The little tank that could is just very very effective at killing infantry. It even seems better than the ostwind (no doubt better than the FHT). And it can chase down and kill any retreating unit.
Preventive mine placement works, but that means no LMGs or flamers.
I never got why the soviet gets so many abilities to 1 shot models (or entire squads), when that's the greatest weakness of the ost, and the thing you cannot counter.
You can talk all you want about sov micro, but honestly, with 6 man squads, how hard is it to keep them alive? I only dabble in the soviet army (played 50/50 during the beta), and I always feel relief when playing them, because I know my squads wont magically get 1 shot by everything as soon as I stop focusing on them.
Bit of a rant, just always felt that the two factions were poorly designed in a lot of ways. |