I prefer the germans, mainly because the Soviets feels somewhat spammy and gimmicky to me. When I play Soviets I mainly exploit the units and tactics I find hard to beat. |
Thread: Ram 1 Mar 2014, 12:03 PM
Balanced or not, is it fun and immersive?
I simply find the ram to be a tacticly uninteresting feature. You dont outsmart your oponent or combine your troops to take down his heavy tanks. You push a button and hope that it will pay off.
Its frustrating for both parties involved and a cheap solution to bad faction design. |
I think they would have to do a rework on squad ai all together. They simply do way to much retarded stuff causing you too lose a lot of soldiers needlesly. Like the other day, an IS2 is rolling up, so I instantly retreats my pgrens, only to have the back two of them stopping at a fence to fire off some shots at the tank while the other to runs back to base, both dies of course. The amount of soldiers and skirmishes lost simply do to squads acting stupid is way too high. |
And will always be until T3 and dedicated, mobile AT will meet each other.
Look at it from the other side.
What T3 soviet player is supposed to do? Feed T34 to vet you up? Because thats pretty much what they do against anything stronger then Ostwind.
I am looking at both sides, thats why I mention its a frustrating ability for both the user and the receiver, and I use the ability myself when I play Soviets. I agree, the Soviets could use a better tank, similair to what the americans had in vCOH, but its a bad sollution to solve one designflaw by adding a flawed ability. |
Tell that to a Soviet player who rams 2 T-34 at the same time and both fails.
Then its obviously a flawed ability, dont you think?
Its success depends purely on luck, and brings a lot of frustration to players of both factions.
Having your heavy tank totally disabled by a t-34 just feels unfair and unfun, and seeing your T-34 being wasted for nothing isnt fun either. Ram is just one of those features that seems to bring more frustration than fun. |
What do you mean by rehashed garbage? If you mean, recycled abilities on commanders I have no problem with that, since it's just abilities reorganized to fit the play style you want to play. NOTHING TO COMPLAIN ABOUT UNLESS IT'S OP.
Stop talking about DLCs, because I wasn't talking about DLCs, I'm talking about adding new stuff by regular updates, I wasn't talking about getting new stuff by paying for it with or without commanders.
I'm saying this because there is so much less you can do with the factions compared to the first Company of Heroes. Both sides have bunkers, both had demolition units ( demo charge for the Americans, goliath for the Germans ) There is so much missing and so much that needs to be done with the factions. Yet, nothing is going to be added or changed because now Relic decides that any change they are going to make is with new commanders which I believe is the bullshit part. They actually think they are done with the factions so there is going to be no change to these unfinished factions.
Thats whats so sad. Take germans in COH2 compared to vCOH: They arent that different, biggest difference being that the ones in vCOH had a lot more options and abilities in the core faction, adding depth and variety. In COH2 they stripped the core factions in order to sell basic abilities like tanktraps and FHQs as DLCs. |
I agree that the lucky squadwipes needs to go, and I think they should improve this by fixing the pathing. Right now, your soldiers does a lot of retarded stuff while in combat, and this obviously has a greater impact on the german four man squads. Having your shrecked panzergrensquad instawiped simply isnt fun, and dont encourage good play.
And they should add lobbies. The absence of this simple feature simply made the game worthless to a lot of people. |
Lobbies obviously. The way Relic handled the whole issue, and refused to clarify early on is just appalling. I never knew Noun was that sneaky |
So get a reckon first.
2v2 units, better positioned ones win in this case.
You know you're going against maxims, so I assumed you know where they are.
Don't you think its rather hard to counter something if you don't know where and what is where you're going?
That kind of is the point. Maxims arennt simply static secondline antiinfantry MGs like the MG42 but they work pretty well as infantry as well, and given mutual support can pretty much handle any kind of infantry in equal numbers. You cant 'just recon' and still think you would maintain any kind of superiority. Thats why they are extremely hard to counter early on, because they have no obvious weaknes, except for vehicles. Given you can field Zis from the same building and cons from T0 there simply is no textbook solution to this apporach, as you make it out to be.
Its no autowin, but its a tactic that require more skill to counter than to pull of, in my experience og using it. |
So if soviet concentrated all his force in one point of the map, why don't you cap the rest of it?
You wouldnt know beforehand that he has two units centered at that point, and by the time you realise this you have already comitted your MG42 and grens, both ultimately forced to retreat. |