Lads, this game is only in Alpha still so it's not surprising that vehicles and air combat will have some issues. As for AT-AT on rails, I don't see why this is such a big issue. From what I understand it is a key feature of the game mode on Hoth where Imperials must attack whilst protecting the two(?) walkers whilst rebels must protect the shield generator at all costs, so it makes perfect sense for the AT-AT to be moving towards its designated target.
Anyway the game looks sick and DICE look like they've addressed most of the shortcomings of Battlefront 2. Honestly I would rather pay for a DLC of space battles and it be done amazingly well rather than pack everything into the game at launch and have a mediocre system. |
Mostly looking for confirmation here. In team games I usually have a couple of Ostwinds knocking about that reliably shoot down the Mark Target plane. The debuff however stays on its original target for the remainder of the ability regardless that the plane has been shot down, is this purely a visual bug or is Mark Target essentially still in effect regardless? |
It is worth considering that RTS as a genre has been on a huge decline recently, SC2 isn't pulling in great numbers anymore and grey goo has already disappeared in the abyss.
I agree with you on the decline of RTS, but it should be noted of course a company such as Blizzard doesn't need just SC2 to stay afloat, when they have an MMO with several millions subs, a still popular RTS, whatever kind of game Diablo is classed as, free to play Hearthstone (although people always dump money into it) and an increasingly popular MOBA still in beta.
Relic on the other hand... Well they are pretty much shit out of luck in that department. |
The only thing that kept CoH1 alive for as long as it did was the community behind it, and the occasional tournaments. If you hop on CoH1 now you'll mostly just encounter people who bought it through steam sales recently and maybe a handful of old players.
With the support for the game gone, people would naturally just go on to better and fun games(definitely not CoH2). |
It comes from Ostheer T4, which automatically makes it a unit you build if you want to lose. Not only does it have the pathing issues you mentioned, it can not even fulfill the roll it is supposed to do adequately. Stack this with how expensive the fuel investment is and how late it comes into the game with more than sufficient counters to it, you are better off not even trying to use this unit until there is a whole rework to T4 (don't hold your breath) and after that address the units performance to make it viable. |
I didn't know the is2 and guards were in the same doc ether, you learn something new everyday. This isn't even an issue with guards but in efficient teching and units that make call-ins a effective choice
Sadly, you're incapable of learning, and how is there any tech if I can finish a game with conscripts, guards and a late game call in? Next thing you'll claim building up CP's to get the call in is teching rofl |
You can kill king tigers and panthers with guards? wow I didn't know that
Way to go and cherry pick the points he made to suit your own argument and ignore the fact he said that Guards will let you last in the game UNTIL IS2 and T34/85 call ins to deal with late game threats, since you know late game tank call ins are pretty much the only thing this stale meta offers. |
Good thing Panzergrenadiers still have their infantry killing power with double shrek upgrade. Oh wait, they had none to begin with. |
The effort in these patch notes remind me of a British university student in his first year who does a last minute all nighter to get his assignment done since he only needs 40% to pass.
I guess the sniper for Ostheer is something... but 6 months for that? Top quality. |
Having played a bit more CoH2 since I bought it on sale god knows how long ago I've come across so many things that really don't make sense for Ostheer.
The first is well, why is Ostheer so weak? Now we can all argue that late game you can have commanders with very powerful game changing tanks, but why is every single stage of the game leading up to this point so ridiculously challenging just to survive? People claim that Close Air Support is the cheesy OP way to get ahead in the game, but surely having to use an ability just to give grenadiers much needed upgrades to have some sort of staying power have something to do with the faction design?
No light vehicles from tier 1. As a CoH1 player this just baffles me, all factions have access to them bar USF with the need of a commander call in, which leads onto the next glaring issue. Lack of counter sniping opportunities. Who's idea was it to make soviets have 2 man sniper squads without giving the same to Ostheer? I'm certain I won't be the first person to see this but, the Ostheer sniper is almost made redundant because counter sniping is almost impossible because of this issue. So with Soviets getting a free pass to mess up with their sniper since they have 2 man squads, direct counter sniping is incredibly hard and unforgiving. Now if Ostheer does not have a sniper there are also no light vehicles to call upon unless you fast tech to an AC but soviet anti-tank grenades will prevent this.
Next up is the MG42, the iconic German machine gun which made it a staple in almist every build in CoH1 however now when compared to other MG's in this game it pales in comparison, and surprisingly its one and only job of suppression doesn't really have much of an effect on infantry after a few bursts, in which it is quite easily flanked.
Mines is another issue that seems to be out of place in this game. I can understand that as Ostheer is a defensive orientated faction in the early game, mines are also essential in preventing flanks. However why don't they have access to an all purpose mine that does damage to infantry and will do some minor damage and damage the engine to heavy armour? I feel like this is linked to many of Ostheer's shortcomings in this game which severely falls behind the other factions.
All in all, this effects essentially what starting build order Ostheer has available. Snipers are a no go, MG's seem to just act as flank bait and not do much else which just leaves Grenadier spam to mid game and hope for the best. I feel like I must be missing something because whenever I try and find a relatively safe build order and trying to hold the portion of the map to survive the early game is very difficult.
TL,DR
Effective counter snipe options?
Why are MG's so bad?
Mines somewhat useless.
Grenadier spam the only way?
How can one make a working safe build order to survive without being within an inch of losing the whole way.
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