what i liked about coh1 is the tactical usage of combined arms. positioning and manouvering certainly is a part of it and specificly flanking is very effective but also isn't the dominating factor in coh1.
i also feel that the performance of nosin nagant and kar98k is pretty bad at closer ranges. the result is as seen in many vids: you flank a team weapon, get close, nothing happens. team weapon packs up, runs away, you chase, still nothing happens.
true, this looks stupid and it feels stupid. and though i hope this will change but it is not going to be like in coh1 ever (design decision).
the reason why i think it is a good decision is because i dont like the alternative scenario you describe. the "infantry play" as you name it is nothing else than plain inf spam. its boring and for me though a suberb game coh1 was missing a little in deverisfied weapons besides basic infantry.
seeing the basic infantry (= cons/grens) in coh2 their perks are movability and field presence. counters to these perks are supression and pinning which is what an MG can provide. so for me it's counter-intuitive to react with even more regular infantry to a weapon which is meant to negate their main perks. A mortar would fit much better in my eyes cause it can exploit the weakness of MGs being stationary, or a scout car which is not effected by supression, and etc.
and those units are no hard counters. they are all combat effective besides the said scenario. start to mix them up and we have combined arms gameplay with importance shifted towards more deversified weapons instead of basic infantry doing all the damage.
Regards
ace
I have to disagree with you about COH1 flanking making infantry more spammable. The main problem in vCOH, in my oppinion, was elite units "supersprinting" thus making MGs and Bunkers useless. If a player was spamming regulaier infantry an mass at well prepared machinegunpositions he would be chewed up without dealing much damage. Thats how I think COH2 should be as well, if the russian player spams conscripts, wich he often does, I can easily punish him by ambushing large forces of infantry, though not inflicting all that much damage. If he outmanouvers me, however, I wount be punished that much. I see that as a big problem.
Manouevering infantry tacticly smart to outflank the enemy has little to do with spamming, and spamming wouldnt be effective against MGs, as long as they are kept as they are, though more voulnerable to flanking.
But I guess people have different ideas about how the game should be. As you say, to you its counterintuitive that MGs could be countered by infantry, while for meg its the most natural thing in the world that an MG should be powerful while confronted head on, and nearly helpless if attacked in the flank or rear by an infantryunit. To me, it makes the gameplay more fun and varried, while also much more realistic. vCOH nailed that in many ways, and it seems to me that a lot of people fell the exact same way. |
I guess its a matter of different oppinions, but im no big fan of a gameplaystyle where hard counters are rewarded, and smart maneuvering isnt as much. Outmaneuvering an MG should be rewarding, and in my oppinion, this is what made vCOH so fun and made it last so long. It wasnt just about producing the right counters, but how most units could be usefull in any given situation if used right.
Sure, we can all go mortarspam or clowncars the minute we see MGs, and we can all have a fixed buildorder to win against certain tactics, but do people really think that is fun? Personally I preferred the infantryplay that rewarded flanking, and punished MGspam. Manouvering should be important. |
Seeing how vCOH is better than COH2 in most areas, maps included, I think its a good thing that they start copying moore stuff from the better game. |
To Peter: I really think you're a nice guy and mean no disrespect but:
How can you guys make such mistakes regarding balancing a game? When you made the MG42 go from 3 to 4 men did you not look further than "We want them to be more durable vs clowncars/flamers?"
To be honest it really baffles me. Especially because this game uses the same fundamentals CoH1 does: a game that has been patched and balanced for 7 years. The whole MG42/flanking mechanics could've basically just been copied from there. It feels to me like you guys are trying to reinvent the wheel here.
What were you thinking when you made the game so an MG42 could just stand in flames, pack up and relocate while taking close to zero damage? How on earth was it approved that conscripts can just chase an MG42 walking all over the map doing pretty much no damage?
In my opinion this is not a matter of tweaking flanking balance a bit, it needs BIG changes.
I agree, and thats what I tried to say in my post above. They had a game mechanic that they nailed and then perfected over several years. Then they choose to scrap it and wastes resources on reinventing this aspect of the game, though with an inferior solution in the end. Its verry hard for me to understand why they went and changed it in the first place. |
In my oppinion the MG would be ok if the made flanking and close quarters effective again and cover more meaningfull. Though this concernes all weapons teams on both sides, especially the Soviet ones as they have the six man crews.
I dont see them fixing this, though, as it seems to be theire new philosophy that the smood infantryplay from vCOH is replaced with longer skirmishes where flanked support weapons arent really punished. The fact that it looks ridicilous and totally ruins what made the infantrycombat of vCOH great dosent seem to concerne them much. I mean, its been this way since closed Beta and they have hade plenty of time to change this. Still, they stick with this sollution, and even increased german team sizes, to make the awkwardness even.
But say they fixed flanking, and fixed the infantrycombat closer to vCOH. How on earth would they then balance out the clowncars? It would eat an unflanked MG in a second. |
Well, it wount get my vote untill they include the most basic multiplayerfeatures like public lobbies. Kind of an awakward nomination if you ask me. |
Only real problem I see is that they somehow managed to ruin the effect of flanking and the reward for managing to outmanouver enemy heavy weapons. This ruins much of the game for both sides and I really hope they fix it.
The problem in my oppinion isnt the MG but that they ruined this crucial game mechanic that worked great in vCOH. |
I guess the point of this thread was how annoying it is that you have no say about who you play unless you have a team of regulars, wich most of us dont. Its just another problem that would be fixed if they implemented the most basic multiplayerfeatures like public lobbies. Though, sadly, were left with automatch and VP, wich is a gamebreaker for a lot of people, and an annoyance for even more.
If you want to play vs different people not on your friends list, these are some of the issues you will have with the current weak system:
Cant choose map
Cant filter out people you know behave badly
cant filter out people with horrible ping
cant filter out peple with horrible computers
Both of the above leading to extremely unstable mathces
cant choose gamemode
People will drop upon loading because they dont like the map, or the competition
etc.
Just some of the issues that would be solved if they had a basic lobby system like in vCOH. |
I agree that they lack effective AT, but I would go a little further. Even though the german PAK is much moore effective vs armour, its still not close to the AT-guns in vCOH.
This affects the gameplay in a verry serious way, neither side have the capability to fight of enemy tanks with units only costing manpower, meaning that the lategame will always be focused arround tankrush, with the odd infantrysquad doing some capturing. Relic obviously sees what the game has turned into, but try to fix this with population caps, rather than having a moore balanced gameplay, like in vCOH.
If they buffed both sides AT-guns closer to vCOH standards, and possibly reintroduced tanktraps, I think the gameplay would be much moore diverse. |
Barely play anymore myself. One match or to the last month. Had a try again this night, and quikly put the game away again. First match actually worked, but the teams were horibly unbalanced and it killed the fun. Spent another 15 minutes waiting for a game, at wich point one of my teammates quit because of the level difference.
At least I had a great match in vCOH. Found no problem findig games, and best of all, I could choose map and gametype. A rear luxury these days. |