Thanks for that Cryptacide. As a new player to the game, seeing all of these veterans talking smack about the new game was a little disheartening. I appreciate seeing a more positive outlook on the game.
No problem. I just hate seeing all of this negativity when this game really does have competitive potential. Leader boards are consistent with good players. It's not like we are drawing straws here. Especially when tournament rules dictate no use of bulletins. |
Everyone loves to see a new spin on an old favorite. Don't make stupid posts. Why did coca cola ever change their label? Omg, they are recycling their product. |
you dont study architecture?
![](https://www.coh2.org/file/2367/tedmosby.jpg)
I bet you can place a grenade on the exterior of any house and it will not crumble to the ground. The problem is, this happens occasionally in early game.
Infantry crits are one thing...but when you have a building crumbling before 2 walls are even knocked out....come on. This really should be addressed. This is not the correct answer to the molotov vs building advantage that the soviets "seem" to have in the early game. |
Yea I like the idea as well. But, this also opens you up for more devastating indirect fire, artillery, mortars, etc. |
You require DP machine guns to button (blind/shoot) tanks. They only fire when stationary. "Buttoning" tanks means firing on the vision slits. Now, for anyone who has seen a WWII tank, visibility is pretty much just a tiny slit in the front of the tank. I don't even know how they managed to reverse. They had a sliding metal door to close vision slits, which left them with no visibility. Beside the point.
DPs have to be stationary, don't move after buttoning. |
I've had good experiences going with penals once I've noticed my opponent putting up a forward bunker. This means they've basically invested a unit into a building, thus giving you the lenience of purchasing an expensive squad.
Even though, I feel the cost should be reduced to 300 or 280 MP for penals. As long as you get the flank on a bunker, you've got it beat, whether with flamers or satchels. The doctrinal 120mm mortar always works best for this, but penals are good dampener to force a repair (deny capping) or inflict early damage.
Cons: They do not scale very well in late game, especially if they haven't gained vet. And, they tend to run into their own satchels... =0
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I also want to add this for those who are blatantly bashing the balance of the game...
Compared to other RTS games, Coh is situational. It's not like the DPS or Unit speed is always the same like other games. You have to account for cover and whether or not a vehicle is on a road.
But the situational circumstances are what make this game what it is....You don't just gather minerals on your side of the map and then attack. You're neck and neck the whole game.
Anyway, that's my rant, love it or hate it. It is what it is. |
While I do agree that the game in this state doesn't feel as responsive as vcoh, we've got to remember that the original had it's issues as well.
Try not to use change as such a drastic need for the game, like it's "Do or Dead". For example, the release of opposing fronts. Hey, that was a huge change all at once, but, were the results all positive? NO! Anyone who played OF on release can agree, PE and Brits "ruined the game". Yet, as time went on, patches were applied, new strategies evolved, and it made the game different and more fun.
But, what I am trying to point out here is the positive competitive examples of coh2.
#1 Fighting over territory. Okay this sounds kind of self explanatory. But, compared to coh1, one had to stop capping and start firing to maybe capture a sector if the engagement is won. Now the defending unit has to push in to prevent. I think this is a huge +1.
#2 Teching. I'll be it, I did love the sweet T1 play of Coh1, but there were flaws. Pio spam, rifle spam, tank buster spam...come on. Right? You are punished alot more in Coh2 for not teching. This leads to quicker games, and less time wasted.
#3 Snipers. I know snipers are a whiny subject in the community now, but compared to coh1, I think it's an improvement in some aspects. You can't just walk wildly across the map cloaked to scout. You have to strategically use cover. That is strategic and competitive.
#4 Engine Damage. Over are the days of getting run over by pumas, armored cars, and M8s after a Faust or a sticky nade. Does this not increase the level of a awareness by the user microing the vehicle?
I can go on, but point stated. This game is young. Give it time to evolve, and it will surpass coh1. Look at starcraft 2 compared to Starcraft Broodwar for example. |
Except that wont increase your chances of getting a game quicker.
I suppose your not counting the time it takes for you to swap factions when you see 80% German and 20% Soviet. By the time you auto-match with random, it doesn't matter. Especially if it matches you with other random auto-matches. |
Whoa that's interesting on the Maxim. Haven't tried that. Also, has anyone else noticed engineers randomly just getting out of M3s? Haven't tried with snipers yet. Without selecting the unit inside and clicking somewhere, or pressing the unload hotkey, this shouldn't happen.
This didn't happen to me before the patch, and I am conscious enough to know when I hit the wrong key. |