Something still needs to be done about Ostheer insta-squad wiping. The only time I've had a squad wiped in one shot as Soviets, is when it happens to my Engineers. That and when Railway Artillery successfully finds it's mark, but other than that Soviets are just too large and/or durable to wipe, in stark contrast to Ostheer.
I'd also like to see Ostheer get better grenades, the inverse of the above, Ostheer Grenades are overpriced for their effect. Assault Grenadiers are the worst perpetrator, they pay 45 mun for multiple grenades, which rarely kill more than 2 people maximum. Last night I had an engagement where my Shock Grenade killed 2 men far apart from each other, then his Rifle Grenade killed one Shock, then his Bundle Grenade killed one more. Oh those wacky communist Terminators.
Lastly, Molotovs should probably be disabled during suppression. It's a bit silly that you can still Oorah into an MG 42 and have a chance at winning anyway if you have more than one Conscript doing it. As Soviets, I rarely bother to do a full flank, because I can just do a partial flank and then Ooralotov.
These are my biggest issues as well. The Soviet squads are much more durable in the sense that it takes much more derping on the part of the player to actually lose one. For the love of god, please make molotovs disabled during suppression. I'm so tired of feeling cheap for running right into an mg42, going "oh shit!, well at least im in range of a molo....lol force retreat for both squads" Its just bad gameplay, and it looks silly.
I think a change to German squad wipes, and being able to assault an mg-42 from the front and throw a molotov while suppressed would go a long long way. Also, I think the MG-42 takes just a hair too long to initially target a squad. |
Thread: Goodbye12 Mar 2014, 20:21 PM
That's beside the point, which is that people who pay for commanders get a broader range of strategic choices, and those who don't are at a disadvantage because we are unable to test the meta for its strengths and weaknesses. A limited number of abilities - like in CoH1 - is vastly preferential, because you are able to anticipate which avenue your opponent might go down - impossible with a growing base of premium commanders.
Not really, everyone is still only allowed 3 commanders, and there are more than enough viable free commanders to deal w/ the paid commanders. While it might give a slight edge, I never feel like it more than made up for the mistakes that I may have made in teching, micro, tactical decision making etc...People just always want something to blame their losses on, and p2w has a nice label that everyone accepts as being unfair. All your really doing is hindering yourself from improving. If your shortcomings are always the fault of the game design how do you ever expect to learn and improve? Sorry but unless you are in the top 5% of players...you could have always played better to win, and even the top 5% still acknowledge when/what they could have done to win. I'm really tired of all the faction imbalance QQ'ing. |
Flame Halftrack (FHT) has very less armor sadly cant escape if get 1 shot from AT.
I'm going mad coz of Shock Troops + Sniper!
If they go shock troops and snipers they will have no counter to light vehicles. Punish them with well micro'd scout cars or a flamer ht. If you can't micro it well enough to keep it alive, then you need to work on your micro. |
If that's the case then indeed some tweak is needed. It sounds almost like exploit.
Just focus the pios with your "horde of conscripts" good lord. |
You don't have to sweep the mines to render them useless. Just have an engineer on the same screen as the mines and conduct your assault as normal, then cleanup afterwards.
I'd give it some more time before declaring OP/UP one way or another. A huge part of it I suspect (for myself included) is that you have months of time playing as Soviets without ever needing to consider buying a minesweeper. Now you do.
EDIT: It's also quite a gamble to plant mines as the Ostheer player. It just means that many fewer LMG / G43 / FHT / shrek / teller / pintle MGs that can be purchased.
Yup, this needs more time. I really like that the germans have a useful AI mine now, and its power is balanced out by the fact that the Germans must decide on what to use their munitions on. To be honest this feels like a L2P issue. The ability still has giant warning signs, if you allow a non-combat unit to work its way to your cutoff then you should be forced to do the same to defend it. |
I love random 2v2, and I don't mind the challenge of playing against a matched team. I do like that the ranks are seperated now though, because it means that my 2v2 random rank doesn't really mean as much, and makes it more of the casual game mode that I enjoy. There is nothing more satisfying than stomping a premade team w/ a random buddy. Just try to be positive with your partner at the start of the game and communicate well and you'll have a good chance of winning. I think alot of people give up on the loading screen when they see an AT. |
I think Relic needs to do much more of what they did with the advanced warfare commander. Essentially they halfed the effectiveness of the major abilities while also halving the cost. The result is abilities that can be very useful to turn a situation but on the other hand not so powerful as to ruin the game/unfairly destroy your opponent.
I see the depth of this game under the surface scratching to get out, there are so many great abilities that people could use to make interesting, unique and effective strategies. Unfortunately the problem is that most of these commander/vet abilities are unusable to be utilized for the most part because they do not fit into the economy of CoH2, they are simply too expensive to use to great effect especially on the german side.
Take the Storm Docrtine for instance tactical movement and relief infantry could be great abilities for unique strategies within this doctrine but you simply cannot get enough munitions to use the abilities and the same goes for most commanders. The other problem lies in the fact that once you do get the required resource saved up to meet the requirements of the commander ability whether it be call in tanks or some sort of artillery it is often op and ruins the game.
What they did with the advanced warfare commander addressed both these issues effectively, creating abilities that r useful and actually attainable within the economy as well as nerfing them enough that they are still great abilities but are not unfair and cannot be relied upon to obliterate your opponent.
Imo if relic can create more content along these guidelines and perhaps even tweak past content to more resemble the model represented in the AdvancedWarfareTactics commander they will truly be making the best step possible to really opening up this game to dynamic/fun/tactical gameplay that the fans have come to expect from Company of Heroes.
The main issue that bothers me first and foremost about the current build is the fact that most games are still for the most part ultimately decided by tank call ins. It has gotten bad enough that you see many games these days where the players are foregoing tech altogether and simply spamming one tier until call ins. I hate this, to me it is extremely boring
Very well put, you summed up my feelings on the current state of things quite well. I fully agree that the Advanced Warfare Tactics was a step in the right direction in terms of how commander abilities fit within the game. I feel like many of the vanilla German commanders that came at launch need an overhaul. To many abilities that are either not economical or not useful enough to use. Basically everything you've said here is spot on take my +1 |
Hey drunkin I think I figured out our issue. Maybe its just coincidence again, but opening up local port "443" in your windows firewall settings allowed me to connect again. Here is a link on what to do: http://support.mozy.com/articles/en_US/FAQ/How-to-add-Port-443-to-the-Windows-Firewall-in-Windows-7 |
And if the next DLC is focused on Kursk: Do yourself a favor and design big maps, with lots of tanks. People will be disappointed if you give them smaller maps with fewer tanks, even if its entirely focused on tank combat.
Wide open maps with minefields acting as movement-blockers, some trenches here and there and just lots of tanks. A good way to reintroduce your great vehicle-criticals btw
I like this idea, but I'd like some formation unit commands if we're going to be managing lots of units on a grand scale. Think TW style formations. I'd be nice to be able to select 5-6 tanks at a time and have them advance towards their target with even spacing and pace, rather than derping on top of each other and trying to go single file. |
So I tested it and you can actually use another account on the same computer and have a completely fresh stat sheet with the same unlocked commanders you have on your main, so long as you allow the family share access thing for your other account. However, you will be missing bulletins that were unlocked on the main account as well as not have access to the few commanders that actually require an in game level to use.
At the end of the day it doesn't really make a difference, given enough games the new account will reach the appropriate MMR. Unless that individual continually kept making new steam accounts to enjoy the 4-5 "face roll" matches until they are at the skill level they are meant to be at.
I don't think your getting it, mate. Stat sheet reset does not equal MMR reset! |