I think the russians are overreacting, but the whole storyline and angle was clearly a huge mistake. Asside from the fact that its not that fun to kill your own, or see cutscenes where they tell you everything you do sucks anyways, I can understand that russian players dont enjoy the game as much.
Just imagine how many russian players they could have atracted with a storyline more similair to vCOH. |
I have been doing a lot of maximspam lately, and mostly with great sucess. Now, im not particulairly good with the soviets, but I am doing fairly well these days by spamming maxims and a t-70 at first oportunity. Honestly I feel that the whole design of the unit is flawed as its a great assaultunit, outdoing conscripts vs infantry. |
Our current knowledge:
At launch:
No Ladder
No Anticheat
No Chat Lobby
No Spectator Mode
Later:
Ladder
Anticheat
Lobby
Spectator is a maybe
I know that you posted this a long time ago, but where did you hear that lobbies were coming? |
This has been claimed several times. And good players have patiently explained several times why it is a misunderstanding. But not this time.
I suggest you look around on the forum for the many other 'why can't I make MG42 work'-threads.
So basicly your oppinion is the right one, and you wount share it? |
I think the MG42 only needed a nerf to its survivability, and the bulletins. The probem was that it was a beast when confronted head on, as it should be, but still could survive a flank. It shouldnt be both, and I think the main problem is that unlike the team behind vCOH, this one seems to have noe idea or vision of what the MG42 should be.
Compared to the maxim, wich I have been spamming a lot lately, its an extremely inneficient weapon. |
A basic lobby system would fix this problem as well, for those playing custom games. |
-Infantry shoot rubber bullets (hopefully that will change)
Have there been any responses indicating such changes? |
Indeed. Small arms fire hardly seems to do anything outside of the first few engagements. After that, infantry battles are all about who throws a better grenade.
I find it a bit strange that explosive weapons seem to do 'realistic' damage vs infantry (i.e. bundle grenades wiping out 5 guards etc, 120mm mortars 1 shotting grenadier squads), while all other forms of damage in this game are toned down (i.e. a panther needing 3-4 penetrating shots to kill a T34/76). It really removes the need for careful infantry positioning such as getting into heavy cover as you will just get stormed and 'naded.
I agree. The new take on infantrycombat is one of the biggest dissapointments of COH2, in my oppinion. |
I think a lot of people get the criticism all wrong. Every time arguments like these are presented someone claims the OP really wanted vCOH1.5 etc. Thats not the case.
The problem is that COH2 is a step down in a lot of areas, and certain aspects of the physics and similair mechanics has been toned down or removed to save time in order to rush the game out so that THQ could survive, wich it didnt. When a sequel releases arround six years after the original, I think its sad that the original is better than the sequel in such areas as the OP points out.
Now, I am probably biased as COH2 has dissapointed me in a lot of ways. I get that a lot of the game mechanics has changed because its another team that developed COH2, and that it might be a more DOW oriented team. But that the game is less technically impressive, in some areas, is really shocking, given the age of the original.
Anyways, I believe there are several good reasons why vCOH still has an impressive regulair playerbase, and why I dont see COH2 repeating that success. |
I have to agree with most of the OP points, though I really dont see them ever fixing all this. I think vCOH was special because it seemed like it was made by people who really wanted to make that game, and had a lot of great visions for how to make the best possible ww2 RTS. COH2, on the other hand, feels like a game made by someone not really that into vCOH, who were forced to rush out a sequel to save the company, changing a lot of the fundamental gameplayelements in the process in order to be able to milk the product more and make it more accesible, while simplifying the development process. |