Blame the design of the WFA armies. They hardly have much choice right now.
Not that Soviets and Ostheer players are not blobbing either.
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Thread: Whats wrong with coh 24 Dec 2014, 00:30 AM
In: COH2 Balance |
Thread: Ostheer Teching: Inefficient vs USF?1 Dec 2014, 16:46 PM
Poll offers too many options when you are only allowed to vote for one of them. It is obvious that Soviets and Ostheer are in disadvantage regarding their teching structure right now in comparison to OKW and USA. While OKW has the resource disadvantage justifying a lot of the tradeoffs and specialities of the faction, USA gets free units and further freedom in their teching structure without any apparent justification (apart from desirable faction diversity and the traditional "asymmetric balance" argument; I leave it to everyone to judge for themselves how well done the balance is right now). Ostheer teching is very expensive as you have to always unlock the previous to get to the next, and a lot of the units are currently simply not worth the price. Soviets get a rather limited unit selection by just picking one out of two each time with a more combined arms approach being rather costly as well, however if they happen to just need half of the choices this offers them more freedom so the issue is slightly smaller. In: COH2 Balance |
Thread: The spam, it's getting unbearable 30 Nov 2014, 16:51 PM
Well what are you talking about then? Both factions start with same manpower (OKW with a bit less, but with a stronger Sturmpionier instead), they have the same income. You can invest as many ressources as he can. If he gets a much bigger army, it is probably because you mess up the early engagements and have to invest more into reinforcements. Theoretically with his army composition he may have not built any tier building whereas you did, so I guess he could be one squad up because of that. Without a replay we won't know. In: COH2 Balance |
Thread: The spam, it's getting unbearable 30 Nov 2014, 16:34 PM
So 4 Volksgrenadier squads (not to mention when it is basically the only infantry available at the start for a faction) is spam, but 3 Penal Battalions is not. Apparently a fine line to walk on. In: COH2 Balance |
Thread: @ Relic, please expand prioritise vehicles30 Nov 2014, 15:50 PM
This is not a design choice of Relic, it is just a badly implemented function. Look at the change log description for this ability, it fits the description that I demand: "We have created a new ability similar to hold fire which enables the user to restrict main gun fire based on target type. For example, an Elefant with priority targeting activated would no longer fire on infantry; instead, the unit would only engage vehicles. This greatly enhances the usability of a unit by restricting unwanted vehicle rotation and enhancing weapon efficiency." Currently it doesn't only restrict main gun fire and it doesn't enhance weapon efficiency in cases where there is infantry standing around being ignored for no reason by machine guns. If a game in your opinion doesn't offer enough opportunities to prove your skill, this is a badly designed game. This cannot be fixed by just putting poorly implemented game mechanics into the game so that the player is more busy fighting the software than the enemy player. In the case of the Machine Gun upgrade on tanks like the Panther it is also not consistent right now. In: COH2 Gameplay |
Thread: @ Relic, please expand prioritise vehicles30 Nov 2014, 15:16 PM
Yes, all tanks should have this ability and so should Panzerschrecks etc. Additionally they have to fix how it works currently, because it doesn't work as it has been described at introduction. The machine guns on tanks don't fire anymore when you activate "Prioritize vehicle". The ability should only apply to the main gun however, the machine guns should still shoot at infantry. An exception is the top machine gunner upgrade, however this sometimes does still fire and sometimes doesn't. I believe it has to do with when you do the upgrade, before or after using the ability. In: COH2 Gameplay |
Thread: OKW Anti Building30 Nov 2014, 13:57 PM
The building mechanic in this game is simply dumb when not every faction gets proper tools to deal with them without unreasonably high effort. I have no trust in Relic to fix this in this game anyore. The latest change to buildings made things even worse in some ways. You have seen some suggestions already what currently are the best ways to deal with this as OKW, you just have to try to make the best out of it. There is no really good way. Small advice for you though: if you throw a grenade on a building, try to throw it instead in front of the entrance where the units will most likely leave. Most people just evade grenades by leaving the building before they explode and thus taking no damage; then they immediately enter it again. If you however throw it at the entrance, they will directly walk into the grenade and take heavy losses. Even if they don't leave the building which is unlikely, they often still take damage from it even inside the building. A trick that I learned during Dawn of War 2 which was just as annoying regarding buildings. In: COH2 Balance |
Thread: Frag nade Fun25 Nov 2014, 10:03 AM
I had more the other German infantry in mind than Grenadiers, you sure have a point for those. Surely Volksgrenadiers would profit from such a bulletin. In: COH2 Gameplay |
Thread: Frag nade Fun24 Nov 2014, 11:29 AM
I wonder why German infantry won't get nade throwing range increase bulletins. Better get some bulletins that let me save 1,5 munition on my Fallschirmjäger Smoke grenades and 10% call in recharge on my Jagdtiger! In: COH2 Gameplay |
Thread: Epic Victory Strike22 Nov 2014, 15:25 PM
i got the sturm sat. after my first game after patch. Is it good? In: Lobby |
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