To be honest I'm not sure why they dropped the pragma of "rifle good up close, gren good at range" that worked so well. Especially with true sight, conscripts really could shine if their base close range effectiveness was increased and they became potent flankers. Oorah might need to be slightly tweaked, maybe moved to vet1 or something.
I was pretty sad when it was confirmed that grens and cons were identically balanced. |
A thought I had while playing a game that involved SU85s and Elefants and other long range stuff, though still applicable to everything else.
Please consider upping the maximum zoom out level. With units that can fire from far outside line of sight (and without obvious tracers and whatnot) it's extremely hard sometimes to realize something is being attacked or from where. Furthermore it makes what I'll call battlefield awareness that much harder to have.
Ideally what I'd like to see is a "Sins of a Solar Empire" or "Supreme Commander" type of seamless zoom from all the way in to all the way out to tactical style. I understand that's probably more work, so I'd settle for just being able to zoom the camera out maybe 25-50% more.
Also, is default zoom in CoH2 closer than CoH1? It feels like it and I fired up both side by side but wasn't 100% sure. Maybe it has something to do with the models and coloring and whatnot.
Thanks. |
Not an issue. Specific doctrine required, very high munitions float required, requires mass retreat from other player after other requirements have been met.
Sounds like you lost to this once and are just raging about it because you were caught unawares.
Also vCoH had recon run + bombing run in the same doctrine, so it's not even anything new. You could absolutely do this for around the same cost back then. |
I've yet to find a use for it. In general all the offmap artillery seems to be really toned down in CoH2. It fires 3 times with a sizeable delay for admittedly impressive damage... if it hits anything.
I'd much rather see this be something like 200mm or whatever barrage from defensive doctrine in CoH1. Maybe with a very long lead time since presumably it's coming from far away. But once it gets here, you're going to be very sorry if something is still in the area. |
Yeah, but that would still marginalize the T-34 as is. The PzIV needs to come later, imo a return to beta fuel reqs (160 I think) would be in order. And then of course T4 of both races gets its fuel cost increased, too.
That way german has to decide between Stug and Ostwind as first tank, which would be pretty exciting imo, as both Tanks can deal with T-34 without dominating it.
The PzIV should be relegated to a luxury unit instead of being staple.
+1. Would much rather see interesting tech decisions between Ost and Stug and P4 maybe if I can hold out for it. Right now it's a complete no brainer.
Buff T34 to proper medium battle tank stats, remove cone sight from SU85 to require additional units providing LOS (like every other unit), up reload if its range is going to remain so high. Cost is fine if those changes happen.
|
I'd personally rather they leave XP on the killing unit (grey like it is now) and add XP indicator the killed unit as well (green like before, or maybe red if it's your guys dying). It's useful to see who is doing the killing as well as who is doing the dying in an obvious way. |
You can also put camo on your mg, making it nasty to flank. You can even switch to incendiary ammo (vet1) while camouflaged without decloaking.
Just something to consider. Overall, I think some of the first abilities of the German commanders come too late. The Riegel AT mine for example often gets unlocked after your first HT already got destroyed.
I'm not sure if the G43 is in the same place...
The camo'd MG is indeed hilarious when executed correctly, if quite a bit situational. I posted this in another thread, but I never pick Jaeger Infantry because simply put it's too muni heavy in an already muni heavy faction. Every single ability costs munitions.
My suggestion for G43 to make it attractive would be that once G43 is unlocked in the doctrine, it becomes a globally researchable thing at the HQ for all grenadiers that costs MP and fuel (think bars). At 2 CP that's enough that it should be competitive without coming too early, and it's far easier to justify the cost.
EDIT: To clarify, G43s don't pack enough punch to warrant both their cost and their impact. Furthermore they lock you into doctrines that aren't particularly useful. All munitions based doctrine means every ability is at the cost of using every other ability. I'd rather stick with LMG42 for the 60 munis and pick another doctrine. |
Agreed, only issue is in not being able to micro out of them.
Though I wouldn't mind seeing heavy tanks such as tiger, is2, etc be resistant to them, at least until falling below a certain amount of health. |
I figured this was different enough from the infantry responsiveness thread to merit its own.
Can we get an official statement one way or another on the state of infantry jumping around? This annoyed the everloving heck out of me in CoH1 and I was hoping it would be fixed here but seems to be exactly the same. I understand that there's several ways it can happen.
I am first and foremost concerned with the jumping out of cover for no reason. It is extremely predictable - take any squad, put it into cover near an enemy, watch 2-3 guys jump out of cover when they turn to engage. This is just maddening. And micro'ing to try and prevent it often makes it worse since you'll put them back in cover and they do it again.
The second case is I suspect the same issue, but different circumstances. If I'm chasing a tank with say a shrek squad and I get close enough for just an instant and click attack, the guys with the shreks don't take a knee and fire. They hop around and turn around and check their boots or something, then fire maybe if it's still in range. This violates the basic principle of "I told you to do something, DO IT" that needs to exist in an RTS.
The last case is related to flames and explosions. I can sort of understand this one, but right now it feels a touch excessive. Maybe just increase their recovery time or something and this would be fine. It might actually be interesting to add this as a hidden value to all infantry veterancy, they get less shaken by pew pew and whatnot as they scale up.
Anyway, thanks in advance.
|
I do find the Soviet ones more important than the German ones, but I also find the German ones pretty lacking. Ignoring uber-strafe which I never use because it's a stupid gimmick, you basically have tank smoke and the elefant. Everything else is pretty meh, including the tiger. I guess pak43 can be useful situationally. This limits the effective german commanders pretty heavily and even if you pick one, you can use the smoke on a Flamer sure but otherwise it has no impact until late game.
On the other hand, I'm often wishing as Sovs that I could build my own uber commanders or take more of them into a game because their ability sets are so interesting. They have a great set of early game abilities (HTD, guards, shocks, mark vehicle) and some great late game abilities (ISU152 wtf insta squad gibber, better howitzer, KV8 monster breakthrough unit).
Mark Vehicle has to be the most underused and underappreciated ability. Pop that bad boy on a panther and vet0 guards will start being a threat to it, not to mention anything else that already was.
This is all of course in the context of a 1v1 and 2v2 player.
|