Hey guys. I'm a returning player and haven't played the game in a couple of months. I was hoping someone could give me some decent build orders/opening for both armies to help me get reacquainted with the game.
Back when I played soviets mostly did 3 conscript openings and then got snipers in scout cars or flame engineers in cars and germans were more varied usually something like 2 grens and an mg, not sure whats being used much today but I just want to know what I should generally be aiming for as both armies.
Is it still good to get scout cars as soviets or should I try to get a t-70 instead? |
It really doesn't feel like coh 2 is much more popular than coh 1 was in terms of online players. 21000 is a big number but I'm guessing the vast majority of those are campaign players. Automatch numbers feel more or less the same as coh 1 numbers about a year ago. I feel like the vast majority of people playing automatch are coh 1 veterans and I think its probably hard for players who are new to the series to get into competitive play. Maybe I'm wrong but it seems like there are just very few new players in automatch and what that means is that when new players start playing online they're going to get stomped, discouraged, and probably end up quitting. Most people don't have the patience to research strats, watch videos and read guides in order to have an enjoyable experience, and I think thats more or less the way it is right now. What causes this issue is the issue itself, there not being enough new players drives new players away. The core problem is that the game isn't new enough, innovative enough, etc.
I think if any of us were asked what the succesor to CoH would be like when we just started playing CoH in 2006 I think we would imagine it being WAY better than CoH 2 is. Realistically the graphics in this game are only slightly better than CoH 1, the blizzard mechanic to many of us has a negative impact on the game. It lacks a leaderboard, many people have issues with DLC, etc... This game today is a shadow of what CoH was when it launched and its disappointing. Don't get me wrong, I like this game, but I also liked CoH 1. It isn't innovative enough to bring in a large new playerbase in my opinion. It's coh 1 with a bit better graphics, a shiny new UI, and DLC.
I don't really blame relic for all of this. I think the biggest issue was probably lack of funding from THQ and I hope that with sega taking over the next game they come out with will be the kind of product I expect from relic after playing dawn of war 1 and 2 and company of heroes. It just kind of sucks that the last game they had to make in the middle of the THQ crisis was the successor to their best game. |
I still don't understand the reasoning behind making s-mines plantable in fields as opposed to single mines. It's absolutely retarded in my opinion and one of the worst things about this game. Nobody will EVER plant 4 mines in a field its too expensive and too obvious. Having to cancel the build after one is just cumbersome and stupid. I can't think of one reason not to change it back to just planting 1 mine ala CoH 1.... Nobody wants this relic.... |
I can't understand why the german anti infantry mine needed to be a 4 mine minefield. Its just bad in competitive play in my opinion, what intelligent player is gonna get hit by one mine and continue through the field to hit the others? Just back up and get a mine sweeper. With the ridiculously high munis cost i just can't justify ever using it especially considering the other very strong muni spenders I can choose as ostheer. I really feel like theres a hole in the coh gameplay because of this. I miss being able to strategically place mines to out think my opponent and predict their gameplay, and I feel like that is completely missing from the game as ostheer. |
Those prices are perfectly fair imo. If anything I think skins should be a bit pricier. League of legends skins cost way more than that. I think its good that commanders are cheap since they're important to gameplay but I don't really care what skin pricing is. |
What do you guys think about the jaeger infantry commander? I want to like this commander because on paper it seems like it could be amazingly fun to use and allow for a lot of cool tactics with ambush camouflage, but in practice it just hasn't felt worth it to me yet. I've been messing around with the G43 a bit lately and it just doesn't feel worth the 60 munitions for me. On grenadiers the lmg42 seems way stronger in virtually every situation. On panzergrenadiers it seems decent, but for 60 munition I often feel like I'd be better off spending that on something else, maybe it's just me but they just don't seem all that strong.
As for ambush camouflage, i've barely used it. 30 munitions isn't that much but it still seems hard to justify getting camouflage before you've upgraded all your infantry squads with lmg42s or g43s/panzershreks. I can see the camouflage being quite good later in the game when munis are more plentiful and you have a lot of veteran infantry, but I have yet to play a game thats gone late as jaeger infantry doctrine since I've really only been using it when I get ahead early game and am confident I'm going to win.
Tactical movement seems like it could be really good as well. I can't remember how much munis it costs though.
Overall jaeger infantry seems like a good concept but it just doesn't feel potent enough to me. Granted I haven't used it enough to really know for sure... thats just my initial impression.
What do you guys think? P.S. Interrogation is awesome but as far as I can tell it only reveals the enemies units on your minimap? I can't recognize untis based on their minimap icons, particularly vehicles. I suppose that will come with time. |
Hey, i'm not a super experienced coh player so I'm not really sure which cap orders are optimal. Obviously its a new game so I'm guessing people are still figuring things out, but I've seen a lot of different play styles in terms of capping order. I've seen a lot of people aggresively going for middle watchtower on winter pripyat or whatever its called, i see a lot of people emphasize munitions points and prioritize capping them with their first couple of units and connecting the point afterwards. I see a lot of people just crawl onto the map which I suppose is kind of the intuitive thing to do, cap points that are connected to your base and cap towards the muni/fuel points.
I'm curious what some of you more experienced players think about these different methods? My gut tells me that being aggressive with capping is probably best. I really like to send a gren/conscript squad to my opponents munition point on maps like moscow outskirts, even though i usually don't connect that point, I feel like denying munis is just as good as getting them since munis seem so important in the early game in coh 2. I usually prioritize fuel and munition points greatly over standard points and I usually leave the back corner standard points for after things have settled down, i usually cap it with my engineer squad after building T2.
What do you guys think is best? |
I've seen players do it both ways. When you chase a squad your accuracy is reduced but you get more shots off due to staying in range for longer and typically you get more shots at close range. If you stand still you get more accurate shots but less of them.
Does anyone know what is the more efficient way to try to deal with a retreating squad? |
Blizzards dont cause performance issues for me and I don't really have a terribly good computer, but if that becomes an issue for a lot of players, then yes it would be a really big problem with the game overall.
From a gameplay perspective I have mixed feelings about it. As someone already said, the reduced vision is kind of cool and adds some depth to the game, but I feel that overall the mechanic is more annoying than it is beneficial. It DOES slow down gameplay. Every movement of infantry has to be calculated. You have to baby sit every squad and move them between fires always monitoring their cold levels. It's just not fun, its a nuisance to baby sit every squad. Overall it just doesn't feel like blizzards add much of anything strategically to the game. You don't really have any opportunities to exploit your enemy they don't exist when blizzards are off. The major difference is just the need for more micromanagement of squads and often the end result of blizzards is just that both players play more passively which just isn't fun for anyone.
I understand how this feature probably sounded cool to relic on paper when they set out to make this game, bun functionally its impact on the game is about 80% negative in my opinion. I think either blizzards need to be removed or their effects need to be changed drastically. Maybe give some sort of debuff based on cold levels but don't kill squad members, or give certain units benefits during blizzarsd or increased movement or combat effectiveness while other units receive negative effects. That kind of thing would create new opportunities for players during blizzards instead of just making everyone feel constricted. |
Fausts *always* hit except for a possible bug if you retreat them right after. They tend to do enough damage to take them down with small arms fire afterwards. A double-faust will basically always kill a scout car.
The upgunned scout car is my preferred counter. Makes very short work of it.
Ah, well when I posted I had just played a game where they missed but I must have experienced the bug you're talking about. If they can't miss then yeah its probably a pretty effective counter. |