I find it rather hilarious that Tank Traps and purchase-able vet for Germans have found their way in-game despite the constant insistence that CoH2 is supposed to be different than vCoH... apparently now for the sake of being different than vCoH.
Really makes you wonder, dosent it? |
ahhh, the good ol' days eh?
I wouldnt say the old days, as a big part of the community seems to still be playing vCOH, while COH2s numbers arent all that impressive. |
Really? they nailed it, Did they now?
As far as I remember there were some not so widely used units, maybe thats why you are not familiar with them.
Like Paratroopers, Rangers, Commandos, KCH, Stormtroopers, etc. I think thats enough examples, tho there are more.
All those could ignore HMG's and do a lot more damage than Cons with Oorah and Molotov ever can hope to do so.
I remember million times being naded by suppressed rifles, and that was a squad wipe most of the time
So please, spare us. Most of us played COH as well
I agree, those units were a problem, and im glad to see them gone. The MG, on the other hand, was pretty much perfect.
So yes, they nailed the MG. The "supertroopers" not so much. |
After considering some thoughts, i feel adding many of the doctrinal units and abilities as default abilities and having few really varied doctrines (about 5 like you said) to choose from will cause much more interesting and open game.... but that seems to radical too actually happen...
That would be great, but as you said, never going to happen. |
Although true in the case of many RTS games, it doesn't have to be the case. Take chess, for example. Or vCoH, for that matter. Games can continue to remain fresh and interesting as long as they have sufficient depth (by which I mean, a great number of strategic choices where no single unit/build order/tactic is objectively superior to any other in a vacuum). It is a sign that a game lacks depth when additional units are required to keep it fresh- that game is substituting depth for sheer mass.
Verry true, and I think the number of players vCOH still atracts, in spite of its broken state, really is a testament to this. COH2 seems to have been designed with a completely different mindset and philosophy, and thats why I really dont see it ever being as good as vCOH. |
I always was afraid that they would add basic vCOH stuff to the commanders rather than the core factions. Having to choose specific commanders for something as basic as FHQs and tanktraps is a huge step down in my oppinion. |
Wouldnt it be much better to allow people to set up theire own public games? I mean, the matchup skillwise i pretty random, there dosent seem to be any kind of connection and performance check, and the waiting time is often quite long.
It just seems to me that automatch is full of flaws that people want to fix by adding buttons that gives them more of the freedom public lobbies offered. The solution seems obvious to me. |
It's been like that since vCOH, and the fact that it wasn't like that in the early stages of COH2 was a big problem.
Difference is that in vCOH you needed support primarily in order to prevent flanking. In COH2 you need it in order to prevent your MG from getting frontally overrun. WHat the HMG needed initially was a huge survivability nerf.
I would love the MG to return to its vCOH state. |
how can ppl cry about con getting up close to mg and trow molly and wipe yout them squad.. 1 they con wil prob retreat as wel that much damage it has taken and 2 you mg is a support unit!!! it is not ment to be a stand alone get of my lawn defence units its needs a unit around it so it can not be flanks by 2 or 3 cons!!! and if its alone then it sould be flanks by 2 units aleast grens can use rifel grandade form max distance and have a change to almost instant kil a mg unit wile con never have that option as easaly
The MG42 isnt a supportunit in the way mortars and AT-guns are. Its a defensive weapon meant to stop infantryassaults. It should need other units in the vincinity to prevent flanking, like in vCOH, but you are basicly arguing that its fair that a conscript squad should be able to take on an MG42 head on. If a purely defensive unit, primarily designed to stop infantry, cant beat an infantrysquad thats running directly into its field of fire, then its not all that usefull.
Again, they nailed this in vCOH. |
It will stop head on assaults as long as you have extended line of sight, if you really don't have a spotter for that you can setup behind a capped point and the area around the pole will provide extended los.
but the bottom line is that even if the mg has no extended los it will still be able to stop a single conscript squad heads on (maybe will need to reposition to dodge molotov). It will probably lose if unsupported to multiple conscripts squads but that's what I would expect
A dedicated defensive unit, like the MG42, shouldnt need forward observers in order to stop a single infantrysquad assaulting it from its strongest angel. Yes it will eventually supress the squad, but not before receiving a molotov, basicly forcing it to retreat. Again, this worked great in vCOH. |