Relic should make the commanders a guaranteed drop at some level or something. The only WFA commander I have gotten is recon commander and I want the other USF commanders that everyone else seems to be getting...
bump this
should be no more dups, and one war spoil every level, 2 every ten lvls, and 3 every prestige |
i also would like to point out that mgs and cons cost the same and have same pop cap. so 1v1, seems pretty normal.
*shrug* |
every single post i've seen from the OP on these forums has been extremely negative of coh2. i agree there are issues and things the game can do better. but it is also a great game that i enjoy playing.
reading this and other posts, you seem to think 90% of this game is a colossal failure.
relic, i appreciate the post, but you're being almost too kind |
loling at combatmonkey XD
i think a slower set-up time with the same pack up time here would be better. think about blizzard's limited sight. mg might as well just retreat and stay at base. and forcing my mg to move is fine, but the cons can just follow him to where ever he's going...this is something i'd like to see in a public test server. that way we can see if it works or totally screws the game |
I think there's another issue here that seems to be overlooked. Granted this issue has little to do with balance and all to do with aesthetics, but it's still important.
If durability of Ost weapon crews was the issue, then I feel increasing the overall health of the unit rather than placing more "entities" in the crew is a better option.
The visual design of both armies has the Soviets with a greater amount of "entities" on the field at any given time to show just how massive the ground army was.
By lessening the gap between the two, and giving the Germans more of a visual presence in bodies, it cheapens the feeling of overwhelming numbers for the Soviets.
This is also true of the engineer and pio squads. I really, really wish the Ost pios would only be 3 man, vs 4 man engy squads. You could very well adjust HP on pios to make it more balanced.
you are forgetting snipers which would then be the end all be all for soviets against ost.
and i was going to talk about how i use my scout car to you know "Scout," but i see the rest of you guys already provided that. i also use an unvetted scout car to provide a little extra firepower in fights and harass unprotected mortars. it's freaking 80 mp and 20 fuel, it doesnt have to rape everything on the field.
minimum rage would be interesting nullist. only on mgs of course. the problem is this would require the german player to have 2-4 mgs because of ooorah. the russian can sprint past all your units once he realizes he on the flank and get right up to you, meaning you have to have another mg behind the first...without oorah i could really see this working |
Just make it need a spotter, drastically reduce reverse speed and accuracy while moving, and it wouldn't be such a difficult unit. The way it is it's easy for it to get itself into a bad position, and then fight it's way backwards out of it. Remember how the stug in vcoh was king of the battlefield for a few minutes(earliest cheapest tank)but it couldn't just go all nilly willy. If a m8 caught it in a bad position there wasn't any speed reversing high accuracy shooting. It made a bad choice, it was now dead. The Su 85s has all the benefits of a long range turretless tank destroyer with none of the drawbacks.
this is exactly what we need. maybe make forward vision a vet 1 ability. which wouldnt be near a scary once the turning/reverse speed/movement accuarcy are lowered |
4) make microing out of AT nade/faust range possible.
i'm not sure you even play the same game. that range is almost point blank.
your points would make at guns the only good inf unit against anything better armored than a halftrack.
sorry but i cant take your post seriously. you're complaining about stuff you shouldn't lose to and stuff that german players have had to deal with since day one (6 man powerful mortar teams, 6 man mgs, not even being able to use pak because of 3 man squads).
The point is being missed, it's not about hard counters only, it's about soft counter not actually being effective which means they are no real counter at all . And hard counters being only useful as hard counters. M8 was hard counter to mg, useful vs everything else. Upgraded puma was a hard counter to m8, but retained usefulness even after m8 was gone. Mgs armor piercing rounds were a soft counter to m8s and half traks. M8 mines were a soft counter to early stugs. pio mines(affordable) were soft counters to marauding m8's jeeps. Multiple upgraded Pumas were soft counters to an m8. I can go on and on about soft counters in Coh. Something which I can not do about Coh2
m3 does not exist purely to attack mgs. ac does not exist purely to kill m3. mg42s can do damage to m3 and by the time you see t70 or anything better armored, you should have t2 and shrecks and/or pak to help you if you're not at t3.
soft counters still there and work. if not as numerous as vcoh. but the way tech and costs work, they dont have to be (no pop cap limit based on territory, meaning not every single unit has to have 2-4 soft counters)) |
Did't think those are hard
and learn to read, I didn't say it doesn't exist, but not rewarded enough
i'm starting to think you should just stop playing coh2 and play vcoh. since that's the game you want to play.
my apologizes about the exact use of dialogue. it is rewarded in the sense these "hard counters" are no longer one unit gibs and two equally skilled players will find it equally difficult to kill the other's units in each of these situations.
i honestly cant understand why this game upsets you so much and vcoh doesnt. greyhound didnt hard counter mg42s? snipers didnt hard counter weapon teams in general? at gun didnt hard counter pumas? |
Good to know how you Dev guys are thinking. But please, can you guys stop making "hard counters" to the game?
Oh, he is getting MG42, I need M3, A move and he die
Oh, he has M3, let me get an AC, A move and kill it in seconds.
Oh, he has T2 vehicles, let me get T70 and rape them before Pz4 comes out.
Oh, he has T70, let me GTFO of all my stuff and praying my Pz4 comes faster.
Damn it, those are not skills. Why do you guys make it that casual friendly?
70% of 1v1 automatch are those 4 sentences above. THAT IS STARTING TO BE BORING
COH1 lasts for 6-7 years, those gameplay are still exciting. Every game are so different, there are so many different strat and so many different approach to counter them.
COH2 was just born like 2-3 weeks, and I start getting tired of those IDENTICAL matchup
I feel like not playing Company of Heroes but Company of One Man Army. In COH, We needed a good combined arms to deal with stuff, not ultra hard counters A-move and kill their pray in seconds
hard to kill mg42 with m3 when he has support around it. like grens
hard to kill m3 with AC when he has cons or guards protecting it
hard to kill t2 vehicles with t-70 when he mircos them away drawing you into faust or shrecks and paks.
t70 out but no fuel for p4 yet? pak, faust, shrecks...can hold till p4 or stug arrives.
how about trying that "combined arms" you keep saying doesnt exist in coh2? |
then tell me, why you fucked up but not deserved to lose?
i can still lose for fucking up. it just doesnt guarantee you a victory because i fucked up. think of it like a scale. as one player fucks up, you add more weights to his side of the scale. this will eventually make him hit bottom and lose. but the other player could fuck up as well and then weights are added to his side. this creates a "balancing act" (HUEHUEHUE PUN) to determine who played better throughout the match, not just at one point or another. |