I don't dispute that M3s are a bit stronger than they should be compared with the rest of the Soviet units. But it's far from a free win for any player who employ this strategy. Out of the 5 top players I competed and practiced with, Barton and DanielD both defeated this strategy. 60% win rate isn't all that impressive, especially against my German win % and the fact that this strat is the best I can manage with the Soviets.
I happen to have played a decent number of 2v2 and participated in a number of tournaments in that mode as well. Soviets are in my opinion unbeatable in 2v2 atm if players play on a high enough level with no major mistakes committed by either side. Although it has little to do with the reasons you mentioned here, and even less with the M3.
It's also too "early" to comment on the balance in 3v3 and 4v4. Since there has been practically no organized competitions to decide what the optimal strategies are in those game modes. Although that might soon be changing.
In regards to 2v2 play, me and a friend have been playing Ostheer in this mode. Here are a couple replays.
http://www.gamereplays.org/companyofheroes2/replays.php?game=83&show=details&id=296376
http://www.gamereplays.org/companyofheroes2/replays.php?game=83&show=details&id=296374
You'll notice how in both games despite severe losses and nearly no map control, the Soviet players still manage to pull out tons of fresh infantry squads, seemingly have an endless supply of resources, and tons of T-34s, IS-2s, and ISU-152s.
A big problem is how this forces the Ostheer to ALWAYS get Panthers or a Tiger / Tiger Ace, or an Elefant. Because no matter how bad strangle your opponent, he always pulls late-game call-ins out of his ass. The resource system is way too forgiving in that respect.
I feel like I am de-railing the topic here a little bit, but at the mention of 2v2 I felt like I might throw in my two cents. |
This thread is clearly focused on 1 v 1 balance but there are those of us that play mostly 2 v 2 or 3 v 3, and the priorities tend to differ there. The power of larger squad sizes, indirect fire, and AFV gunfire is reflected differently. The game length is different, and so is the relation of the various arms.
This is why I don't think any game style will get optimal balance. What is balance for 1 v 1 becomes non balance for another mode and vice-versa.
Also having maps that are both for 1v1 and 2v2 doesn't help. Just adds confusion to balance. |
No balancing needs to be done between Conscripts and Grenadiers from my experience in 1v1 and 2v2. I'm not as experienced though as some of you here, so I'm open to discussion on that bit.
I think the solution to the M3 is definitely making it more of a scout unit. Make it similar to the schwimmwagon, bike, or jeep from vCoH. A good sniper hunter, with nice fast recon capability, yet low health. It can also be used to support a squad or two in early engagements.
One way I have temporarily countered this issue is by setting up MGs, Grenadiers, and / or mines on or near 2-3 main retreat paths. This often wards off if not takes out M3s that like to chase down squads. Regardless, it is an issue worth looking at. |
Mostly reasonable arguments. And a Pacific Theater expansion would be interesting and has always been brought up. |
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.
Sorry for the misunderstanding. I completely agree that there aren't enough updates. Now it seems like if Relic wants to add something, they have to make money from it or they won't do it. |
Maybe CoH2 should come with a giant dragon dildo so players could go fuck themselves.
Haha, best post I've read on here in a long time. |
New creative DLC = overpowered shit you have to buy.
Not a good approach, people got to stop asking for "creativity" in their DLCs because what we got out of it is Tiger Ace and Soviet Industry.
What Relic needs to do it add more too the factions that doesn't require commanders. In Company of Heroes both sides can build tank traps, bunkers, and sandbags. In Company of Heroes 2 you have to get a commander that builds tank traps which is stupid. What's even worse is that Relic just seem to never want to add anything to the factions at all unless it's in a stupid commander. It's ridiculous.
I agree. What I was suggesting is that if Relic wants to add more DLC it shouldn't be the same re-hashed garbage over and over. Either new and interesting units and abilities for a new commander, or (like you said) they should make DLC that adds to the game in general, not necessarily a commander.
And yes, it is indeed quite ridiculous that tank traps and sandbags are not in the game. I do not understand why, because Relic won't tell us the actual reason. Their whole bullshit about "the AI being unable to handle it" is pathetic. It's a downright lie and they should be ashamed of themselves.
Or even if it isn't a lie. Let's say they truly are not capable of designing an AI that can handle it (despite vCoH having an AI that could handle it *facepalm*). Why in the flying fuck does that take precedent over the multiplayer community? The tournaments? The competitive scene? Whoever the daft asshole is who thought AI > multiplayer has to be fired. |
You won't get an answer about lobbies. Relic won't comment on them, except to say we ain't using their awesome chat function 'correctly.'
That's rather unfortunate. I miss the Relic from vCoH where issues like this would actually be addressed (or didn't even occur at all). Not sure what changed, probably just that publisher jamming their rod up their behind.
A storm is coming...
But youre making good points there.
Im not against DLCs as long as they provide new content which is worth its price.
The last commanders were kind of okay...but their price is quite high in relation to what they offer. If Relic created proper new commanders with >new units< (and not just Reskins) and new abilities which do have a significant impact on how you play the game (without being OP) then I'd be fine.
If Relic continues to reuse ToW, Content to push out 4€ commanders that is in my opinion not the right way to go.
Working against the modding community is a real shame too.
I completely agree. As full of sarcasm as my post was, this is basically what I was saying.
1. No problem with DLC if it isn't re-hashed, lack-luster bullshit half the time.
2. Maybe they'd have money to make good DLC that a lot of people would appreciate (Fallschirmjager, Flak-88s, etc) if they didn't blow money on number one.
3. Stop screwing over the modding community, something that majority of PC games need. |
Treating DLC as if you were firebombing Dresden with it isn't always a great idea.
Of course, I wouldn't mind having my wallet raped reminiscent of the Germanic people if some iconic eastern front units were actually added to the game and worth paying for. Not remixes of previous commanders. How about putting all this revenue you're getting from the DLC-inflation and at least making a true Luftwaffe doctrine?
As in, the Flak-88s which the Germans actually HAD to use for a while because they simply didn't have much of a good answer for sloped Russian armor (as much as it hurts me to say). Don't tell me it costs too much money. I don't have to work there to know that during the last 8 months you could have 'scrounged' up enough change to make a working unit.
We know how much you love to get a real feel for the war. But you don't have to fund a world-scale recreation of WWII to get a feel for how Fallschirmjager or Flak-88s work. Believe me, with the asinine amount of DLC there is, you should have made enough money to afford something that a lot of fans would appreciate. How about a re-work of the commanders, this time with a little bit of creativity?
Well, the modders could have really saved this game. You're game has potential. But I know of modders who had a vision that far surpassed what you've accomplished. Then you wouldn't have had to do spend any money at all would you? Even still, now modding is out of the question, because you wouldn't want to lose out on making a quick buck. These are people who were doing equal, if not more amounts, of work than Relic and for free. Maybe you should fire your employees if there are that many people who would do this shit for free? I mean, if you really are all about making money, that would make the most sense. Hmm, something isn't adding up here. As usual with all the excuses.
Remember the sandbag excuse? That the AI couldn't handle it? Probably one of the best jokes I've heard since I first saw Louis C.K.'s stand-up.
Are you going to ever add lobbies by the way? Or will I have to buy the Basic Communications and Game Functions Commander for that?
tl;dr = Give power back to the modders, the people who will make the game the way it was supposed to be made. If you're going to put this much DLC into the next game, just cut the disc up into 50 different fragments and have your customers trade each other for different pieces. That will be extremely fun to watch. "I want the Fallschirmjager fragment!" Then, "Well too bad John! You won't give me the disc part I need for the Tiger tank to actually move!" |
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