1) CoH2 isnt any moba ( which i doubt has more micro than RTS cause its only 4 hotkeys and only one unit at any time ) or a successor to SC2 so i dont really understand your point . CoHs key characteristic was a methodical approach and a calm pace without too much clicking . CoH2s is not so yes people do have evry right to bitch about it .
I fail to see your point. More people have played DOTA 2 or SC2 or probably even a C&C game than played vCOH, so it's more likely that a person coming into this game will be familiar with games with higher micro requirements than COH2. Which, as I've said, has quite low micro requirements relative to the importance of positioning as it is. And pathing/unit responsiveness improvements (which many people seem to want, myself included) would directly increase the value and importance of micro.
In my opinion, COH2 is a methodical game. MOBAs cane be frenetic as players dance their hero around jockeying for a good position to launch their abilities without, in turn, getting caught in their enemy's, while in SC2 the greater your ability to individually control as many units as possible means that there's
no real cap to the benefits of micro. There are quite real caps to micro's benefits in COH2 due to tank turn radii, backup, and pathing, to say nothing of how infantry units' squad behavior effects their movement patterns (also, weapons which cannot be fired on the move like MGs, M0rtars and the LMG42 as a for instance
2) I do see plenty bad with it because that is eesentially the early game or at least 70% of it . Furthermore , we told you what we expected so i wont bother rewriting any of it .
So you want the main thing that people do in the early game to be less rewarding of mechanical skill? I don't get that. I want to know why people playing a
real time strategy game want there to be a requirement for less than the like 60APM required to dodge 'nades that have like a 2-3 second throw time with an animation. Grenade balance is one thing (rifle nades don't telegraph as well as Molotove, timers, throw distances, wind ups may need tweaking, grenades may need a damage reduction from cover) but things like that can be improved upon while keeping the early game interesting without lowering the micro requirements.
Again, the pathing and unit responsiveness improvements that people want will only make fine unit control (read: micro) more important and easier at all stages of the game (to a point, since there will still be tank turret turn radii, turnaround times, speed moving backwards vs forwards, setup weapons etc so the mechanical skill ceiling will still be pretty low for an RTS).
TLDR here I fail to understand why people aren't ok with an infantry situation that has a great equalizer like grenades. It sounds like the system from vCOH gave a huge defender's advantage, which sounds kind of bad from the perspective of the slippery slope/snowballing. I get wanting cover to play a bigger role, but the current grenade/building dynamic seems to insinuate to me that Relic *wants* grenades to force the enemy to be mobile or lose models in their squads, no?
3 Mortars are an artillery piece it doesnt have any particular micro and doesnt require much skill to use it , snipers are infamously the most micro intensive unit you are likely to find in coh games the only positioning you need to do is to place behind your troops , the only vehicles that require good positioning are assult guns , otherwise tanks are purely units depent on micro , atm only mgs place more vallue on positioning rather than micro and in this patch along with many other units they suck
OK so this one requires 2 separate responses:
1. Mortars, MGs and snipers are all units that can easily be caught out of position. This means that for them especially, positioning is
vastly more important than micro, since (aside from snipers) they cannot be microed anyways. Sneaking squads/halftracks/scoutcars behind enemy lines (a matter of the position of the support weapon vs units that can protect it) is like, the way to deal with support weapons, aside from overwhelming MGs with a human wave. Positioning matters a lot to these low-micro units
2. Vehicles again rely on positioning more tnan micro. They turn and respond too slowly (with some exceptions like the Ostwind and T70 for instance) to really be "microed" that effectively. SU85's cannot really be microed, just set up to cover one another. Mines can be planted to protect them, making the positioning of the mines and the assault guns far more important than a player's ability to react with them (which is limited by the turn radius, more fixed gun, and slow acceleration). Compare this to Hellions in SC2, or Colossus cliff dancing, or the Immortal/Warp Prism drop play, or individually blinking Stalkers to the back of an army to preserve them.
With vehicles, being "just" close enough to their target to attack it, or being positioned such that they can easily break line of sight with their target (with as little movement as possible) is more important than being able to click around with them really fast.
There is a little bit of micro involved in circle strafing units with no turrets and slow turn radii (like PIVs and SU85s or T70s and AT guns) but unit/mine positioning can drastically reduce the likelihood or effectiveness of these tactics. Again, meaning that positioning and preparation are still way more important than micro
4 ) tell that to all my grens whom i retreat before the mollie is thrown and end up loosing a model or 2
sounds like an issue more with needed improvements on the retreat pathing or unit responsiveness which means that more ability to micro would actually improve the outcome there, unless I'm missing something (?) Also, see DanielD's post:
Proper positioning allows you to soft retreat away from a molotov BEFORE it is thrown. Proper positioning also punishes someone who loses DPS and a cover advantage to close in and throw a molotov. {/quote]