Gameplay mechanics are similar,latest patch made it much more so.
And in 2 Months Westernfront armys are going to be released (America and Oberkommandwest (germans), but I don't think they are like wehrmacht and americans from CoH1.
Community probably same.
Well balanced? Depends on who you ask^^ but not worse than CoH1 in its early years.
You could buy in with the new factions, you get both for 20$ or each for 12$, you can then play against all other players online, without needing to buy CoH2. (But last time it was on sale on steam it was 10$ so...)
And you have to be ok with the Commander model. On the one hand it brings in cool units, on the other hand you have to pay for it.
Best post of the thread. I would wait until the new armies come out, that way you can buy in for $12. Its a great game, it has some kinks that need to be worked out, but the balance issues, while frustrating at times, are overblown by the community.
Last thread people disagreed about the soviet scout car, but I don't think we can disagree about the german scout car 221/222 being too strong. Here are 2 examples from one game showing how strong the 222 has become after the patch:
Note how the first 222 gets fired at from 2 mg bunkers and 2 panels (from the back) plus other units and still makes it out.
The second example is crazy, the 222 survives a satchel bomb. I dont know if this is rng or what?
I think its in a good spot. This patch really forces conscripts into a support role. I see people building only Penals, but then you deny yourself AT nades. I think 1-2 conscripts to protect yourself from vehicle rushes, especially if your going snipers, is still essential.
It was actually you two vs RNG and the only reason we were matched against you is because we are in our first 10 games that are determining our rank. You win some you lose some, just tell him not to get discouraged and play some games w/ him against the cpu and give him advice on how to improve.
Also, it seems to me like the player base is getting larger, and I love the new patch, makes the game much more competitive.
Totally agree.
It feels really good winning with soviets now.
For germans though... playing with one hand, and it's enough.
I think Relic have to change germans so they have to revolve around the HMG42 to keep soviets at range, until they have the LMG42 or G43, not needing HMG42 support anymore.
For that, imo, Relic should :
1. Reduce the grens short and middle range DPS a little bit, because if a cons squad manages to close the gap full life, it's not sure it will win the fight 1v1 vs a gren squad, and that's wrong imo.
2. Reduce the molotov range while suppressed maybe with a 0.5 multiplier (same for rifle nades btw), because it's just too easy to oorah + molotov a MG42 (and too easy to rifle nade a maxim). Totally remove the molotov while suppressed (and rifle nade) is overkill imo.
3. And maybe pushing the LMG42 to phase 2 or 3. Not sure about that though, maybe the 2 first points are enough, need to be tested. Or instead of 1 and 2, implement 2 and 3 and see how it goes.
And that's it.
I really like these suggestions, I don't feel like the soviets are that far off balance wise, I just think the germans are much to easy to play. The Ruskies get punished so hard for being aggressive which is kind of what their whole faction design revolves around.
Wait a minute that map looks a lot like the map from the Easter Front mod from vcoh, the same one that PQ worked on, espicially the first picture. Anyone see the resemblance?