Ah! Thank you! |
Hey guys,
havent been playing for a while, started a game and realized that no matter what I do, I cant reinforce at the OKW Battlesomething HQ anymore... there is even an upgrade with the flak halftrack where it is literally written that it unlocks the reinforce option... but it doesnt do it.
Any hint?
Best
hanz |
This is why I got out of running E-Sports, disrespectful ungrateful simplistic people expecting everything for nothing while being completely clueless about what it takes to make something like this possible.
As an older bloke who absolutely loved COH1 from the 1.1 patch, it's incredible just how short people's memories are.
The truth is, I've never seen a company fuck up a game so badly compared with Relic. 1.1 to 1.4 was great fun and then they released Opposing Fronts. Game was literally unplayable for months because brits were so stupid and broken.
I can't believe people are stupid enough to not remember just how broken brits still are in COH1. Light tanks hull mg's never needing to reload, sniper spam. 1.71 still had so much broken shit in it. Sure, the WM vs US matchup was and still is fun (if you don't sniper spam), rose tinted glasses ffs.
Then Relic brought out Company of Heroes online, amazingly fun concept albeit broken as fuck with cartoony abilities. The morons in charge decided to make it free to play without any need to ever buy currency because it was so easy to get, always doomed to fail. That game could have been amazing but they were so bad at developing a free to play game, it died along with the head programmer.
Finally, COH2 came out. Once again, I bought it but this time, waited for half price because damned if I was going to give any more money to Relic than I had too. I didn't like the new interface, all the abilities and new setup didn't gell and I played it sporadically for 3 months before putting it down. I still played COH 1 occasionally as I still preferred it. I had pretty much forgotten about COH2 till I jumped into a Tightrope COH2 twitch stream to see how it was and thought, I'll reinstall and see how it is going about 4-6 months ago. He had heaps of great videos that fed my mathematical desires and I got stuck into learning about the game again something I enjoyed very much.
Let me just say, it was night and day, COH2 is a absolute gem of a game now. Honestly, I was in shock, people who get E-Sports seem to be making decisions that stop making cartoony silly abilities so useful and make strats that need multiple units and get the balance so well. I started watching events and streams because the game flowed so well now, its simply jaw dropping to see how far it came. To make things worse, I went back and played a COH1 game and can't believe I still thought it was a good game compared. COH2 isn't just a little better, it's orders of magnitude better in every way.
The difference between patches now from the community compared with Relic is massive, honestly, the fact that Relic aren't basically helping anymore and have given it people whose only interests in making a game more E-Sports focused is fantastic. The game balance has never been as good as it is now, sure, some tactics are a little too powerful but the gentle approach they seem to have is simply far more successful at creating a better balance.
Have a good look at yourself and stop being a cunt to the guys who have provided so much fun to hundreds of thousands of people all around the world for free.
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This is a big tournament for a small game, there are so many games with way higher player counts that arent seeing a quarter of the competitive love this game gets. Appreciate it for what it is, delaying it a week wouldn't matter for them but matters for the players that appreciate the competetive side.
Though I am impressed and very grateful with the work of everyone on this patch, I am fully with you. You should not change the game amidst an ongoing competition.
Particularly since those couple of 100 people interested and involved are the very heart of this community and one of the main reasons the game is in that decent state to begin with. |
Always impressive to see people going through the efforts. Great little app. Thanks man! |
Hello.
I am having some trouble to keep my infantry alive in 3v3. I come from a 2v2 background, where I was managing this quite well - since we were having good comms and the situations where more clear. But in 3v3 with much less coordination and a lot of more chaos including arty spams etc... there are a lot of letters I have to write... some matches we win but I have just two squads left, and one of them is my repair pios.
I would be thankful if you could share your experience, and maybe some tips and hints how to increase the survivability of your infantry in bigger teamgames. Basically all factions - mainly OKW and USF.
Greatly appreciated!
Cheers
Hans |
This is pretty disingenuous description. A 5 faction game suggests there are 15 matchups to balance, (assuming you include mirrors) but with the Axis / Allied split, its actually only 6, which is a very reasonable number to balance.
Starcraft has 3-6 depending on if you count the Mirror as a matchup, while Warcraft 3 has at 6 matchups if you don't include the mirror, and 10 if you do. Balancing 6 matchups in an already casual RTS isn't an unreasonable goal. (One that is close to being achieved already)
I think you are making an intelligent point. But I dont fully agree with your math. Mirror matches can't be counted since those are never a balance issue - everyone has the same stuff. And the CoH2 matchups are a bit more complicated since it is also a strong 2v2-4v4 title. Balance of those games has to be regarded too. And 5 differents factions which have to work in all different game modes and possible combinations is a challenge.
But before we go into a detailed and very random analysis, how about we agree that CoH2 is just a very well balanced RTS in comparison to the majority of titles out there. |
..I did see someone make a Blizzard comparison earlier, but it's a laughable one. Blizzard would never constantly redesign their factions and break abilities, nor make so many schoolboy errors with regards to basic localization and syntax. There used to be (andI assume still is) a running joke about CoH2 being designed as an e-sport, but there simply isn't the basis there for any kind of strict high-level competitive play. No serious RTS continuously redesigns factions/civs or core mechanics and expects the tournament crowd to take the game seriously...
This post feels like a typical example of the unfounded critique COH2 is facing again and again, mostly from people who have not an in-depth experience with RTS games in general. You sound like you never really played Starcraft on a competitive level. No offense.
Again, balancing 5 completely different factions has never been achieved in RTS history on that level as COH2 delivers. The list of failed attempts at balancing even 3 factions is endless.
The game is not a competitive title because of its huge RNG part. It was a bargain between historical atmosphere and competitiveness which Relic clearly decided on.
Still, I would say the best PvP RTS games of 2020 in terms of playablitity are SC2, AoE and COH2. I stand to be corrected.
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I...what first attracted me to COH wasn't the gameplay. It was what I call the "atmosphere". Unlike old RTS where units' voices sound generic, they have emotions in COH...
I remember particularly when playing vCoh how much the humor of some tank commanders, the panic of dying units or the determination of Knights Cross Holder captured an intense atmosphere, really dragging you into the action. Fully agree with you here, was a great step up from other RTS titles.
Also what you said about the dedication of the community is very true. Its core is a bunch of loyal people, same guys, some for over a decade. Real passion here.
Hope to read more from you mate, you have a great take on the game and its heart.
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can raketenkubel kill itself with attack ground?
Only if you manually "reverse-shoot ground". A move similar to the Starcraft Marines Stutterstep and, due to its micro-intensity, only being used in high level pro matches for pop cap reduction. |