Yeah but the thing is the early game RNG engagements seem much more impacting in comparison to CoH1 early game.
CoH1 = Faster engagements, more engagements, slower teching.
CoH2 = Slow engagements, fewer engagements, faster teching.
These RNG impacts in the early game can be sometimes be quite pivotal in conjunction with the teching speed of CoH2.
I fully agree. The early combat just seems dull and tactics seems less important as flanking and cover isnt as important anymore. Its more about stacking more guns. And as you say, the fast teching quikcly ends this combat anyways.
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Loved blitzkrieg one, hope they can make something similair to that. |
I agree with your points. I just cant understand why they broke the flanking and cower mechanics when they nailed it in vCOH. |
I agree with most of the point being made by the OP. I sort of feel that this game fails in areas where Relic really nailed it in vCOH. The way flanking has been toned down is an obvious shortcoming, and makes for a more "spammable" kind of game, as you need to use certain units to hard counter, rather than use smart manuevering to flank and finnish an MG og Mortar. I really dont think 6 man squads for supportweapons ever were a good idea.
Overall, I think the graphics are good, but I do agree that many of the effects dosent feel as real, and a skirmish between two tanks are nowhere near as impressive as it used to be in vCOH.
I fear that many op the issues adressed by OP are designer decition, either simplified because of lack of time, or to move the game in a certain direction, and I dont see them fixing a lot of them. I do sincerely hope im wrong. |
Just a few quick points, we are aware that HMG are fairly dominant in the current meta game, partly as a result of their durability. It is something we are hoping to resolve in the future.
Keep in mind though, a simple health decrease will only resolve that issue so long as the original crew retains the weapon. Once you recrew it with another squad, the weapon team will take on the new durability values of the crewing entities.
edit: perhaps a received damage modifier would be a better suggestion
Obviously, im no expert, but it seemed to work great in vCOH. Would it be possible to just balance them the same way? |
I dont agree with all the points being made, but some of them, most importantly that flanking has been toned down to the point that it looks ridicilous. A combination of the low damage inflicted by infantry, and the large crews. In my oppinion, increasing crews for both sides was a horrible idea, because it makes them too durable, and dosent punish you for leaving heavy weapons unprotected. I really dont understand how and why they messed this up when the pretty much nailed it in vCOH.
Fix the flanking and voulnerability of heavy weapons, and I think the issu would be solved. |
Frankly, I feel like I need the scout car to get through the early game. It's the only early game hard counter to an mg42 and allows unit mobility. The only thing I worry about early with an m3 is the grenadier panzerfaust and the 222 scout car. It might be too good, but I don't know about that since the soviet players I have faced tend not to get them.
T2 comes so quickly that that's not really an issue is it?
It is if you are trying to have any kind of meaningful infantryplay. In vCOH the early counter to mgs would be to outflank it with infantry or jeep/MC. The way the game is now, flanking is out, and in stead the rushingtactic of charging with clowncars head on is the most effective way, wich was never the case in vCOH.
There is several such minor adjustments that makes COH2 more about hard counters and mindles spamming and removes much of the tactical play of vCOH.
Does anyone really think clowncars are any fun? |
I feel exactly the same way as OP. Clowncars are verry effective early game units that really dosent require much skill to get much effect from. There really arent any effective counters until T2. |
Had this Idea the other day, what if there was a certain damage limit for ram? Like, a amount of damage the T-34 can sustain during ram before ram is disabled again. It would make the annoying tactic of ramming Tigers and elephants right front less usefull, while encouraging manouvering and flanking, and making ram an ability that required a minimum of skill. |
Personally, I've encountered similar scenarios as that video depicts and I think that is bad gameplay. If a support weapon like the MG42 or Maxim is caught off guard then it should be punished. The amount of micro needed to take that MG out is no where equivilant to the micro needed by the MG player since attack move is the only order needed to cause your MG to continuously face.
This is something we are investigating, but unfortunately it's a fairly complex issue with no easy solution. Our goal is to find the best solution, not the quickest one.
I will try to keep you all updated as we explore the problem further.
Edit: grammar
Im glad you agree. This seemed balanced and intuitive enough in coh1. Couldnt the same mechanics be reused or are the systems to different? |