Most likely addressed a lot of times somewhere I just can't find it. But rams seem to bug out and fail ALOT can't provide with replay though, save to few. Either way:
Get t34 in range (both76/85), click ram, usually the tank will align for a sec or even two then do nothing. Maybe do the wind up noise, but nothing happens. Of you can ram again since there is no overheat, but it's still bugged and by that trixy to use.
Are you sure its not simply lagg? I have had several rams ruined while flanking, because of delay, causing the distance to be too little or too big. |
I really hope there's more to it than that. Cause without having okayed it yet this seems to be "balanced" right back into heavily favoring the axis. What warrants moving sov industry to 3 but not adjusting elite troop training at all? It was and still is the single most op ability in the game. But since the German fanboys don't mind it it stays. Also shocks and guards moved to 2cp? Good job german whine crew! Why learn to adjust when you can just cry long enough to get something changed haha.
Anyone want to take bets on what sov unit gets nerfed next? Probably cons or something cause really why do they have guns? Thats clearly op. Germans should be the only ones with guns! Oh well it'll make beating Germans that much more rewarding! Bring it on. Sadly the down side is itll make playing axis even more dull and less challenging :/ oh well I guess I'll be logging even more soviet hours!
Kind of funny seeing someone whine, and complain about whiners in the same post |
All right, fair enough.
Here is the thing though:
Many changes you and many others (including myself) would like to see are major changes.
For example: Altering small arms damage (or generally small arms fights) and would change one of the core concepts of the game.
To implement even some of the proposed changes (in a professional way) is a monumental task. This needs a lot of manpower and thus MONEY.
Any larger company has someone who's job essentially consists of asking some questions before they grant any budget. Any CFO or midlevel account worth his or her salt will ask: - How much money do think you will need?
- What will our company earn and what is the timeframe ?
- How likely is success/failure?
- Why should we be doing this? .. the least important question by a mile
I'd be in a tight spot to come up with satisfactory answers to those questions if I was working at relic.
COH2 sold reasonably well. They've said they are 'happy with the sales numbers', but I doubt they were blown away by the revenue or if they even made their original estimates.
So why exactly should more money be put into CoH2?
EDIT:
I don't want to demonize 'bean counters' as the killers of all creativity. Many a promising company failed miserably because managers chose to ignore these stark but necessary questions.
I agree that the flaws of this game, or what some of us regard as flaws anywas, are so fundamental that fixing them would probably be too expensive. Thats why I dont understand why they designed the game this way in the first place. I mean, they used resources trying to reinvent elements of the game that worked great in vCOH, like infantrycombat, introducing changes noone seemed to ask for, ultimately releasing the game in an unfinished state do to lack of time and resources. Its mindblowing that noone at Relic asked the questions during development:"what do we gain from reinventing these aspects of the game, and what other parts of the game will suffer?".
They fixed what wasnt broken, while not introducing that much new stuff. Thus they somehow managed to develope a game that a lot of casuals and reviewers criticize for adding to little, and a lot of fans criticize for ruining what made the original great. |
I think Relic wasted a golden opportunity with COH2, and will have to work that much extra to get the community growing again. I mean, it is the sequel to "the highest rated RTS of all time", and they already had a healthy fanbase, yet they managed to alianate a lot of fans, and generally give the game a bad name.
The game was released in a verry unfinished state, they messed with the COH formula and made changes noone asked for, they designed the game with DLCs in mind, thus shaping gameplay and core elements of the game in order to milk the product, not to promote better gameplay, the game lack some of the mest basic multiplayerfeatures, like lobbies, and they managed to piss off the Russian community, wich could have been an extremely profitable market, given the setting of the game.
The word of mouth effect greatly benefitted vCOH and the community, and I think COH2 being such a dissapointment to a lot of people has had a similair, though negative, effect.
Relic will have to do a lot of work improving theire product if they want this to change, and pherhaps even change some of the game fundamentals, wich it is doubtfull that they ever will. I really dont see the franchise fully recover anytime soon though, as the damage is already done, and rebuilding the COH name is way much harder than ruining it. |
I think this is one of the areas where COH2 distinguish itself from COH1, by having a more forgiving 'run and gun' style of gameplay, where positioning isnt all that important, thus focusing more on hardcounters and call ins, rather than actuall tactics and strategy.
In many ways, vCOH was a more intuitive game, in regards to infantrytactics, where I would find myself employing real world tactics, with COH2 I dont find that to be the case. |
I dont have the time, and im afraid im not good enough. With the direction COH2 took, compared to vCOH, I simply dont find the game interesting enough to invest the time required to compete in the top segment.
Surprisingly I had a lot of fun watching the finals, and learned a lot from doing so, so even though I didnt participate it got me more interested in the game again. |
I know a lot of people want lobbies but I'd really like one for the fact that we could play custom maps with others. If they could set it up. It would be nice if a lobby could be joined and your custom .sga file would download to the clients and you could start playing.
It's such a pain, doing all this work making maps and finding people to play with.
Just an idea, not sure if it's even something they would consider, but it would be pretty nice.
I agree, that would be a good solution.
I dont know if anyone on this forum played blitzkrieg from 2003, but that game had lobbies where you would load whatever map the host had, thus giving the game more longevity. If implemented, it would give COH2 a lot more diversity and making playing custom maps against others verry easy. |
As far as I've tested (and this has been reported) the second Soviet sniper model is immune to countersniping while inside the M3. It can still die to anything else (mortars/mines/nades) etc etc. I wouldn't really call it an exploit because I don't think anyone knew about it (myself included) until a friend and I extensively tested it, so I don't think anyone was purposely abusing it. Additionally I've ever seen anyone but myself and a couple close friends countersnipe into the M3.
Anyways, a lot of this game is dependent on RNG and it is easy to chalk up mortars to just being "rng" counters to things but you could claim that about a mortar shooting at any squad. Sure there's a small chance that you can go an entire game without your mortar landing a single hit on anything, but it isn't likely. Even a perfect PGren flank could fail to kill both models because... well... "rng." Part of this game is creating situations where rng favors you, and taking advantage of that. The mortar HT (or even a regular mortar) over the course of a game will have a pretty damn good chance of instantly killing the sniper, but even if it doesn't it still puts heavy bleed on guards and the incendiary round is an extremely useful area denial tool.
The 222 is great just to keep the M3 at bay and to force guards to be constantly present. Sure you're probably never going to actually kill the M3 against a good player, but you also shouldn't lose your 222. Guard/Sniper early game is generally something like 1 Sniper, 1-2 Cons, 2-3 Guards - the important thing is that they usually only have 5 infantry squads, even less if they go double or triple sniper. If you force one guard squad to constantly babysit the M3 because of your 222s presence on the field they only have 3 squads (4 if you really want to count CEs as a combat squad mid game) to contest the rest of the map, in which case you should have a larger portion of the map held than the sniper player.
To beat a strat you either have to undermine its strengths, or exploit its weaknesses. The strength of sniper/guard is extreme manpower efficiency since you're almost never directly engaging in infantry combat, and your sniper can put heavy bleed on the German player. I've played sniper/guard/su85 since beta and trust me when I say, if you start losing lots of guards you're going to be *extremely* manpower bled, ultimately making it very difficult to tech or get T34/85s. Consequently the best ways to bleed guards, while avoiding snipers are the German sniper, and mortars/mortar HT.
Alternatively you could exploit the weakness of this strat - map control. You don't want your sniper to be capping, and you always need a squad spotting for the sniper, and you probably won't have PPSh or molotovs which means your Cons will lose to grens, badly, as soon as LMGs/G43s enter the equation. All of this culminates in the fact that if the German player spreads himself out and caps multiple points on the map simultaneously it becomes difficult to hold onto everything, since you'll probably only be winning fights where your sniper is present. Guards with DPs can stand up to vanilla grens, and can beat LMG grens if you land a good grenade but in terms of MP efficiency you'll still probably be on the losing end of the trade.
Do you know if this has always been the case or if the bug arrived with the patch that bugged snipers in other ways too? |
I think the problem is how german units behave, rather than the Soviet units. The combination of four man squads and horrible unit behaviour seems to be the main reason that german units get one-shotted by a Soviet mines, heavy mortars and heavy armour. Its annoying, and I think its bad for the overall gameplay, but I dont think the solution is nerfing Soviets. They somehow managed to make infantry behaviour worse in COH2 than in COH1, and I hope they will fix this, rather than work arround it. |
Im not sure what I think yet. On one side I think that the whole dynamic with "superinfantry" is bad, and rewards recklessness and spamming units in all directions. And I do find it frustrating that no matter how much the enemy blobs his shocks or how much I outsmart him, he wount loose his shocks. The fact that horrible players will have vet 3 shocks in the end, even if they use them in all the wrong ways dosent feel right.
On the other, a "shock only" player is fairly easy to beat. Its just not all that much fun. |