Hello
The lack of early dynamic gameplay in a COH2 1V1 automatch is still allowing VCOH to trump it at depth and thirst to play more. There's a lot of debate to be had here ("so what?" would be a good one) This is only my subjective option for forgive me if you think I'm trying to claim things are facts when they are not.
My first antidote would be to re-introduce a recon unit or least have a pre existing unit to have a recon abilities, either way. The true sight system is a good and innovative twist in the COH franchise but it's taken away the scouting recon element. One unit should be able to periscope and show the player what is around the corner. You might think wouldn't be viable or pointless in coh2 as it stands, well great, that's why I'm, posting this.
Scouting would re-engage harassment. Current harassment in coh2 consists of sticking a squad in a building next to a fuel or cut off for 2 minutes until the other plays has some sledgehammer to crack a nut counter (sorry! Had to have a moan there) to up route the squad. This leads me nicely on to my second method of re-introducing a better T1 dynamic...
PLEASE reduce the survivability of units in houses, flanking is still an issue in COH2. It's this sledgehammer to crack a nut system at the moment. example- unit in house - counter - Flames, mortar etc.). You should really be able to dislodge anything in a building with small arms fire.
In my opinion the closer to VCOH we get for early T1 play, because lets be honest, that probably why it was so popular, the better. Having T4 at 12 minutes into a game kind of kills the enjoyment a bit, it's a race for fuel and tech and it shouldn't be.
I would like to know what some you think about my suggestions. Maybe I'm just nostalgic but I think even the most hardened COH2 fans that were around in the VCOH days would love to see some of the old pros getting into COH2 or playing it more. I'm sure they can speak for themselves however.
Kind regards,
Monty
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Totally agree with what everyone is saying. I like COH2, but it's not as addictive to play or watch.
Survivability
Too right. There is absolutely no consistency (or at least it's consistently in consistent)
I've lost fire-fights where I should have won them (mathematically and logically) which put me well behind in games and subsequently lost. For example - green cover means F*all in COH2. I've seen squads in Green cover be decimated by another squad in no cover at all and on same health.
In COH1 the M8 is a shock unit and is s real threat to wher early on, but its doesn't completely decimate a squad in about 4 seconds and is very counterable. Not a balance issue- building a t-70 like a KV-8 isn't always an instant win, but anything without a AT weapon has to retreat at first sight. There's no stalling it or getting our of its way. That's OK because the P4 is absolutely devastating too. All medium tanks can crush a lot easier than in COH1. ( I added the last bit to show I'm not bias towards Ost
And don't start me on flames....
Command Input Lag
Dodging Mcocktail/nades, even just getting into cover, I think the Titanic was more responsive. Also, waiting for MG teams to pack away to retreat reminds me of a very tragic circus act.
Personal gripe (links in with Survivability)
My main gripe at the moment is something that infuriates me - tactical units having brute force attributes/capabilities. Perhaps its something we need to get used to, after all this is a new game but it adds to the inconsistency. Allow me explain. Mortor team, AT, MG crew should just be that (sorry if this sounds a little bias but I play both factions...) a support crew is just that and does ONE specific thing. Suppresses the shit out of a squad, provides indirect fire etc. etc. but nothing else. This simple dynamic that was good in coh1. If your MG team got caught out by say stormtroopers or BARs that was that, never in a million years would that 3rd chap with the MP44 in the 3 man crew do any damage against your squad (once in a million right?). The Russian support squads are a joke. If you send a PG squad in there it should be curtains for them as they are AT and AT only (or should be in my opinion). More often than not a AT shell kills one of them and a rifle kills the other leave 2 PGs the take out the rest of them which of course they can't. This isn't a balance issues as there are ways and means to get around this, but its just less fun this way.
Conclusion
COH1 was more addictive and enjoyed because of the dynamics it had, COH2 is a different game, fair enough, you don't have to play it, but nevertheless these are the reasons why not everyone is won over (yet).
I always think of a good thought experiment, would people be complaining about these dynamics if COH2 was released before COH1 (well you know what I mean)? The Answer I think would be YES. People enjoy originality. Which ever dynamic was exposed first would always be the one people favour. Some new things are good like true sight, but again, this got rid of the early T1 recon aspect. Oh well looks like mediums tanks at 11 minutes into the game is the way forward. |
Hello everyone.
Windows 7 64-bit
i5-2400 CPU 3.30 GHZ
8 GB Kingstone DDR3
800W power supply
800GB HD SATA
3GB HIS Radeon 7950
Gigabyte Z68-AP-D3
23" LED screen (wish i got a normal screen as the LED glares a bit, hey ho first world problem!)
It's self built and pretty solid, it's only blue screen twice and I built it a year ago. Not 100% sure why on both occasions.
It wasn't massively expensive the basics cost me around £400, around $700?(used old case, keyboard etc etc). I recently bought the 7950 for it and it's tranformed it into a bit of a beast. I wanted the 7970 but for sake of a few features I saved £100 getting the model below. You could say the whole system is worth around £800 ($1500ish - sorry too lazy to check the exchange rate).
It plays Arma 3 alpgha on High/Ultra setting at 30FPS average and everything else maxed out fine too.
Monty
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