Thread: ST spam18 Dec 2013, 05:43 AM
How's this seem t be working out for the folks that are going this BO
Shocks come out so early now you can really put a lot of pressure on the ost. I usually go 3 conscripts > shocks > t2 for atg > t4 for su-85 and katusha. Works out to a flexible army. I like the Shocks-kv8-is2 doctrine, and the shocks-conscript repair-isu152 the best for this strat. |
Hello everyone! I'm interested in how everyone is adjusting to the new patch? What build orders have you been going, favorite doctrines etc?
I play mostly 2v2 games and I personally find myself going shocks in most of my games. For me, 3 conscripts - molotovs is a flexible opening build. I go t2 because I like the maxim for dealing with gren spam, the zis for a heavy t2 strat. (atg). This allows me to delay my commander decision and adapt to the situation.
I find t1 less useful now that buildings can be reasonably dealt with without flamers and an m5 and with the sniper feeling lackluster for the amount of attention required to make it worthwhile.
Some key points of note seem to be:
-Shocks come very early
-The vehicle scatter nerf was a huge buff to shrecks and to a lesser extent guards (ostruppen doctrine is extremely strong due to its fuel > muni ability)
-T3 feels weak
-Tiger Ace still feels cheap when used in a close game.
Post your build orders and general thoughts on the meta! |
Thanks for the info Doth Life, I just played against someone using Partisans on moscow outskirts winter. They basically spammed partisans out of the corner every time i contested the west fuel to either deny or keep it safe. I don't think the MP drain was worth it for him, but it did deny me a fuel point for a while. |
I've been playing this doctrine for the first time with quite a bit of success. I love the synergy between this doctrine and the PGs. Shrecks are really really strong, and coupled with paks and an ostwind you've got an army that is both flexible and adaptable. I find going T1 usually serves me well. I really enjoy the combined arms this doctrine offers. |
There weren't any new commanders this patch, and overall the balance team has done a great job getting the new commanders in line in a reasonable amount of time.
Also, this video does a nice job of summing up the most recent patch:
http://www.youtube.com/watch?v=oUaTcW7rpvU#t=261 |
The veterancy system has also been overhauled. Units like the German HT and scout car no long gain massive defense bonuses at vet 2 and essentially changing the role of the vehicle. You can read all the patch notes in detail here: http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/67-coh-2-changelog/page2 |
This patch looks great, and I can confirm that the unit responsiveness is much, much improved with these changes. Thanks! |
Not sure about scatter. I agree with the proposed changes to tiger ace and soviet industry. The soviet industry however needs to be hit with the nerfhammer a bit harder imo.
I think one of the biggest issues with Soviet Industry is not being able to properly prepare for it. Currently there is no way to gather the knowledge required to even know if your opponent has chosen Soviet Industry until the T70 is already out. There needs to be a reliable way to identify that a massive armor spam is inc so the German player can prepare before its too late.
Also, I don't think the T70 needs a nerf, it just shows up too early. If you nerf the T70 because of the SI doctrine, you are making T3 a weaker and less intriguing choice for every single other doctrine. How does relic plan on balancing a unit that can show up on the field at either 5 minutes, or 8-10, depending on the doctrine choice? |
I'm not a pro, but here is my input. Much of this has already been reiterated many times over.
vCoh had so much longevity because it was polished, well balanced (save for more than a few hiccups after ToV came out) and you never felt cheated after a loss. The game stayed fresh for so many years because there was always something I could point to that I could have done better in order to win. The meta game was simple, yet extremely deep. There were only 3 doctrines, and yet the game never got stale. CoH isn't the franchise to try and turn into a C&C spamfest(*COUGH*Soviet Industry). If I lost, it was because I made mistakes that I could learn from. The gameplay felt snappy, the micro was intense, and the early game infantry tactical play was extremely rewarding.
With this most recent patch, CoH2 has crossed a threshold it cannot return from. It will never be the polished, strategically exquisite game that its predecessor was. Its practically arcade mode now, it feels like a mod. It would be one thing if CoH2 was released with all of the current content made available for everyone. However, this current system SCREAMS money grab. During the beta, relic promised they wouldn't release game changing commanders for money, and that everyone would play under the same fundamental structure. How can they claim to live up to that statement when they have released Soviet Industry, and Elite Troops? Both of which fundamentally change the way the game is played, and you have to pay for it. But wait, there's more to come!
That doesn't even touch on the now impossible job of balance. It took years to iron out all of the kinks in vcoh, and they weren't releasing new units and abilities once every 2 months. At this rate, the meta will never have time to settle, and we will never get the wonderful opportunity to fully learn how to counter the new units and commanders. By the time the meta has settled, everyone will be on to the new FOM units. People are going to turn away from the game(if this keeps up I know I am) when they feel cheated by being handed a loss before the game has even started. Your turning the game into an arms race of commander choices. A match shouldn't hinge on commander choice, especially when purchased commanders change the game so fundamentally. |
All of the suggestions being posted over and over again would do nothing to drive away the casual player. These issues will only make CoH MORE compelling and make it possible for a casual player (like me when I first bought vcoh) to turn into a direhard fan, willing to support the franchise for years. It feels like they are selling out for the short term. Investing so much time and labor into the new commanders rather than fixing the core issues of the game that make it feel very sluggish and unresponsive. If I were relic I would be working non-stop on nothing but fixing the command lag. It literally ruins the game. Micro is essentially non-existent when my units can't even dodge a SATCHEL from the time that its thrown to when it goes off. Can't think of a more frustrating feeling in a game than losing a whole squad because it took a FULL 1.5 seconds to respond to my command.
I only worry about relic seeing the competitive scene as "1% of all players" while it may be true, casual players also enjoy good controls, no lag, good readability, ladders and interesting tech trees. Also esport events like SNF is huge free advertisement for relic so the competitive scene is a lot bigger than that 1%. I'm pretty sure its because the competitive scene in one way or an other that kept vcoh growing many years after release.
You summed up my concerns much more succinctly than I could. Thanks for this post.
Oh, and fix the input/command/ whatever you wanna call it lag. The game can't be played when your units feel so unresponsive.
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