yeah, four factions is enough for me too.
i voted for eastern front. i want to see foreign ss divisions, mountain divisions, russian paratroopers, marines, eastern soldiers, and a lot of other weaponaries that USSR and third reich allies had.
battle of kursk TOW with massive tanks battles would be fun (if AI gets smarter). or maybe make a mp scenario mission. and give each side a shit ton of tanks and we have like alternate resource system to get more tanks (i don't know what) etc etc.
or maybe it is like a series of missions where the first one is sov defending while ost on the offensive and sov have all these trenches, at guns, stationary tanks and ost can have mobile halftrack mine detector, a shit ton of varied tanks, PGs in their open top halftrack. and the last mission of the series can be the opposite etc etc
although i don't want anymore new mp factions, i wish the new units, if they are put in, would be available on mp via commanders with good designs that you can buy separately or attainable after beating the TOW
Profile of pigsoup
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Post History of pigsoup
Thread: For the future of CoH25 Dec 2014, 16:13 PM
In: Lobby |
Thread: OKW, the root of most balance issues?5 Dec 2014, 11:37 AM
one instance, i had a 2v2 with a mate of mine on rails and metal. i was USF and my mate sov. the okw/ost team was on the northeast side (fixed position back then) and they clearly knew what they were doing. they set up medic truck behind a big house near north fuel as soon as possible and got sturm officer as soon as possible. ost got two mortars. of course in addition to volks, grens etc. the map was cut in half, and we couldn't push the medic hq because sturm officer with two mort literally sniped my mate's two sniper teams in matter of seconds. so we held back, and contained them when they try to push out from their little hole. i mean we should really get more than half of the map, but crazy sturm buff and medic truck meant no early game combination of allies unit could penetrate it. so mid game comes, i got an AA halftrack and more units, and soviet guy got more units and we get ready for a big flank from our fuel point on the south to their little hq at the other fuel point. i try to get a huge flank in and get in between their forward hq and their base and what do i see? a flak base just far enough back, but forward enough to prevent any rear flanking of their forward hq. it halted our advances and we had to wait for the late game because if we tried to go for the flak hq, we would be flanked. and we got scotts, jacksons, su85s, katushas and we outplayed them (they made many mistakes) and won the game. the cheesest and most boring game ever. **now, i agree with you that it is counterable etc etc, but the whole okw forward bases lead to such a stallfest and excruciating patience game which is so not fun to play against. i think it is a bad design. and on another point, i played a lot of OKWs, and you don't need obers and panthers imo, im not a pro. i literally never used obers and shreck volks, sturmpio, pumas, jagdpanzer do just fine. In: COH2 Balance |
Thread: Average ages of Company of Heroes 2 player!4 Dec 2014, 09:33 AM
lol In: Scrap Yard |
Thread: Early game build orders for Ostheer (2v2)4 Dec 2014, 07:41 AM
1. tier 1: i usually end up with at least 2 gren 1 mg 1 mort at least. +1 mg when against facing double usf, even +2. at least +1 ~2 more mort when double sov t2 (or t1, ostheer mort snipes snipers pretty good imo). ass gren if city map aka trois point, semois. one more gren if needed ( i ususally go for flame pio + one minesweeper pio). 2. tier 2: if built early, you did well early-early game, i get halftrack first. if not, pak first, but i always try to get halftrack even late. PG when i need an assault squad and i didnt pick ass green commander. shrecks if i already got PG but my grens and mgs are doing fine on their own. 222 for snipers in open maps. may be late 222 to hunt down katushas. 3.1 usually tier 3: P4 because OKW doesn't have main battle tank and i think ostheer should od everything in their power to fill that gap. if enemy is gunning for easy8, 34/85s, IS2s, ISU152s, try to hold out for tiger and make OKW go for their panther. 3.2 tier 4 hypothetical: never happened to me in a serious game lol. but from what i've seen, if you can hold on for like 2 panthers, it would be great AT. Pwerfer is decent too. 3.3 wait out for tiger if early and mid game I lose a lot of unit and therefore not enough map control. heavy t1 +t2, watch out for enemy arty, constantly reposition support weapons after + during engagements when needed. build caches when your t1+t2 is big enough and fending off enemies pretty well. In: COH2 Gameplay |
Thread: Top reasons to quit this game4 Dec 2014, 04:45 AM
6) to not encounter people like the OP In: COH2 Gameplay |
Thread: What makes a good faction and Commander?3 Dec 2014, 11:15 AM
i don't have an exact answer. i really like ostheer design. core faction is well rounded and each flexible tier is well rounded with no overlaps for the most part. and the faction's relationship with the commanders are great imo. for e.g., ass gren, ostruppen, artillery officer commanders add good amount of variety to the ostheer army when chosen. but if all factions were like this, i would be bored i mean, i like sov's rigid tiering and dependency on commanders somewhat but right now, they may be too dependent on commanders or it is just that many of their commanders are verging on uselessness. as far as the new factions go, i mostly like their designs 'cept for okw's forward bases. their commanders are all unique and aren't like vcoh2's early commanders where it is more like quantity over quality. In: COH2 Balance |
Thread: Moving forward, what factions / theatres do you want?3 Dec 2014, 04:31 AM
i would like more eastern front pls. more soviet units that aren't featured, and german's elite foreign SS in the eastern front. e.g. russian paratroopers, russian siberian and many oriental troops + SS Cossack division In: Lobby |
Thread: Relic please make report\penalty system3 Dec 2014, 00:09 AM
lol. so true. maybe everybody should have only three report ticket per week. so you can't just go on reporting everybody. we should at least be able to report vicious players and afk-ers In: Lobby |
Thread: Looking for high level COH2 player for 2v2 partner2 Dec 2014, 12:39 PM
what time do you play? In: Mentoring |
Thread: [Developer] Map Improvement Poll2 Dec 2014, 01:26 AM
Remove Useless Map Objects Question about some maps. Mega Thread Rescue of Maps Reply to "relic looking for map feedback" some useful threads from the past. ALSO, it seems as though you guys at Relic thinks giving one side an advantage at one side of a map can be balanced by giving another side an advantage on the other side. for example, in Lienne Forest, you gave Northern side an advantage on middle vp by giving them green covers and the train station. But the southern side has an advantage on the right vp (forest part), by having some trenches south of the right vp. doesn't work that way in practice though. To expand on Lienne Forest, first, the enemy flanking from forest is so much easier to contain while enemy flooding in from middle vp is much harder to contain due to open field and such. p.s., add more vetoes and collect data from what maps get most vetoed if you aren't doing that already. In: COH2 Gameplay |
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Latest replays uploaded by pigsoup
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VSOhme Medman Humanity Maneetee MidconflictSoE-Overlord- SoE-Sturmpanther- SoE-RedT3rror- SoE-Blackstorm-[4v4] cohbros/ v. SOE Insaneby: pigsoup map: La Gleize5-1,704
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