With less unit dancing from attacks, you might find units like Shreck-PGs being a bit more useful in an attack against SUs, too, now. |
While Nullist is one of my least favourite people on this site, who rarely manages to attain anything to say that has value, and no doubt goes a long way to drive off other coh2.org rookies like me, he's indeed right about the problem being much larger than simply the MG42, but the effectiveness of small-arms in CoH2. While I remember CoH1 suffering badly from Hollywood Aim - it's even worse in CoH2, and makes the early game more about your build-order, than the intricacies of your unit control, and positioning. When the MG42s are used, at least.
Though, the MG42 is still far too powerful in my eyes, I don't think it'll need a huge adjustment, should we ever see small-arms effectiveness increased.
Another favourite suggestion of mine has been decreasing site-range of MGs, and requiring that they have a spotter. Not a perfect fix, but we're not looking at a -massive- imbalance, I think. Just enough of one that it's affecting the metagame negatively |
I feel dirty when using the self-repair ability on the T-70.
It's an awesome little unit, and I find it's at its most useful, upon being fielded, taking a flank and wreaking havoc from behind against some dug-in Nazis. Once the havoc is done, it's probably got Vet 1 or 2, and I can use it to harass control points, using its fantastic speed.
If it ever gets into trouble? I find a corner of the map where it can repair itself to full, and the carnage continues, until I accidentally send in into a P4 / Stug / angry PGrens. Truth is, I don't think this a unit that deserves a self-repair. It's just -so- mobile.
if it -has- to have one (and I mean HAS to), then it shouldn't be able to repair engine damage, turret damage or any other critical hits. It's just too good to be so durable. Sure, it takes plenty of micro, and map-awareness to use properly, but once you've attained that skill, I'm really quite certain it's on the side of OP. |
I'm not sure about you guys, but post-patch, doesn't it still feel a bit like the safest option is just to tech straight for the SU-85, when it comes to your anti-armour needs?
The t-34 is a great unit these days, I think, but.. TheSu85 is just so much better. Sure, I can get by on t-34s, but, there is a point when I need my su85 just for simplicity's sake, where the Tiger has come out, or something else heavy, and I want a bit more kick.
Yeah, like I said, I can get by on t-34s, but, to have an effective t-34 force in the later stages, you need quite a few of them, and because you've made quite of few of them, you're not really able to spare the fuel to go for the T4 tech, wait all that time for the building to finish and -then- wait for more fuel, and -then- wait for the first SU to build. It just feels that for the most part, if I've teched for T-34s, that if I don't stick with them, then there's going to be a huge lull in my available crushing low-end tank-force, and that if I want to tech swiftly to T4, that I need to skimp on the T-34s, which subsequently makes them a waste of time.
It just ends up being that I skimped on t-34s, to get out my T4, and then because I actually bothered with T3, and a few T-34s in the first place, that my SU force ends up lacking, and I'm just sat there wondering why I bothered.
This to me, seems like one of two things. The t-34 isn't good enough, or the SU85 is just -too- good. And I don't think it's the former!
When I ever consider going for T-34s, is because I'm thinking "Great, I want mobility, and to go circles around those bastard nazi-bastards 'til they just mush!" but, the SU-85 is already really quite mobile, and doesn't suffer any more than a T-34 (or, hugely, at least) from being caught out of position by a faust, or an enemy tank.
It should feel like, if I want an Su-85, it's because I really want the bloody job done, but sacrifice mobility for it, but, if I'm feeling up to the challenge, I can use a t-34's mobilitiy to win over the fights with a more mixed force at its side.
I guess what I'm trying to say is that the SU-85 -must- be more vulnerable to flanking. It needs to turn slower. Maybe it needs to move slower too, but I could happily accept at this point if it simply received a hefty adjustment to it's acceleration + deceleration speeds. Things have certainly improved, and I'm no longer just pressing the F-key, activating focused-sight and letting the tank become it's own super-entity that I can let do it's own thing.
It's still suffering from being just a little too versatile, when I don't believe it should be. |
Surely it can't be -that- easy to port maps over?
The difference in some fundamental mechanics between VCoH and CoH2 must be pretty significant as to throw up the original seemingly balanced gameplay of these maps into an abyss of despair, woe, and uh.. Imbalance.
I like to credit game creators quite as good as these with the ability to think up new map-tiles and designs with relative ease, but get bogged down in the actual balance of that map. The actual balance of the map that isn't circumvented by simply porting old maps. Balancing has certainly got to be the hardest part! |
Average unit response time is one second for me.
It's pretty embarrassing that I have to play a micro-centric RTS where everybody has input delay. You can't dodge anything unless you predict them before you even see anything.
I'm sure there's a .gif out there somewhere that acccurately depicts my face when the grenade I was so gleeful to have seen coming so early, still hits and kill half of my jubbly conscipts because of that pesky input delay.
I actually played a 1v1 vs. the AI today, and it was inredibly good fun. Do you know why? Because there was absolutely no input delay! *cheers*
I honestly hope this is something that gets fixed soon, since it could very well be something that might deter new-faces, or burn people out easily. The general lag is why when my friend asks if I'd like to play 3v3s/4v4s, I blurt out a resounding "NO. GOD NO!" in response |
Hm, interesting numbers! Though, I think the Guards are more a... Hum. An force amplifyig unit? Yeah, that sounds cool. By that I mean, they simply increase the effectiveness of whatever it is you've already got. Their DPs add some nice firepower, and the grenades grant them an ability to turn some tides, while the PTRSs give them some handy anti-vehcile power, and the pin-vehicle ability gives a little more control.
Eh, now that I talk this over. It makes them sound incredibly OP. Please tell me it isn't so. Please?
What turns me off most about Shock Troops isn't their grenades, or a feel that they aren't effective as anti-infantry - which I don't think they strictly are. To me, Shock Troops are like this harden bullet-sponge that increases the durability of an infantry-push, with a nice bit of utility to turn some tides (smoke, nade). So, I don't reckon Shock Troops would strictly need to have grenades as effective as the guards, since that doesn't seem to be their purpose. The worst thing about them is the doctrines they come with. I just don't feel so confident in delving into those doctrines, when the others feel so more flexible, and well, easier to use. And 460man powah? Holy hell, I believe's the term!
As for the Guards? I'm not nearly good enough to really say whether they deserve to have such useful grenades. If they don't deserve them grenades, I'd honestly be pretty happy if they still just got smoke grenades, since that would add another useful way to deal with MG42-spam without being terribly tech-path-forced.
It's also worth taking all my opinions with a very large grain of salt. Like, a big rock. A boulder of salt, even. I have barely reach 90 hours of gameplay. |
hey guys
going to look into this Monday, I'll see if we can get if fixed shortly.
Eagle
|
Hm, truth is that units having range further than your screen-view was something that amazed, and attracted me when I first played CoH, all that time ago. I hadn't played an RTS that had done that before, and not so well!
While certainly, there can be a discussion had about the balance of some units having the ranges they do, I don't think there actually being units that can shoot further than the screen is inherently evil.
I actually think the range on tanks in general should be increased to encourage scouting and combined arms.
This is something I could agree with! |
Mm, some of the old maps were great fun, but I would like to see more original maps coming our way! Recycled content doesn't give me great confidence, since I'm not -really- looking for another VCoH - else I'd be playing that right now, instead.
i do find annoying that. football, soccer, tennis, squash, badminton, Olympics, and many sports, have retained the same maps in more than 100 years. seriously sport federation its time for some updates.
It may be my misunderstanding, but I'm certain (mostly certain), that none of those have any likeness to the RTS platform. Nice try, but wit only works when it has an acute irony to it.
Though, this might explain why I don't like any of those sports... |