We expect games to be supported long-term and want new content. Then we bitch when we have to pay for it. People get, literally, thousands of hours of play from CoH1/2. Compare bang for buck with a movie.
OTOH I dislike some of the DLC too, but I sympathise with the need to keep a game generating revenue. It's a fact of life in the industry right now.
People seem to want to pay their sixty bucks and have ten years of stable, consistent online play, patched and balanced.
Really?
+1 |
Thread: Guard8 Jan 2014, 02:18 AM
I recently had a game where a P4 took on 2 guard squads at close range. The P4 had to back off because it was nearly dead from Guards fire alone. Granted, guards are not great AT, they do some damage to tanks, especially from side and back.
The criticism that they are too costly for what they provide is totally valid when you consider the net cost to button 1 vehicle and throw 1 grenade with 1 squad (for example). I do think they are suitable units that do offer strategic and tactical choices. I tend to prefer units with more "Shock" value (which means shocks, dur) because their impact on the game is potentially greater.
I think the DP cost could be reduced slightly. Button should be made to be more consistent, with a small reduction to time spent buttoned, and a small increase in range and perhaps a somewhat smaller cost.
+ 1 |
I need some explanation (I play soviet almost exclusively).
How come when Osteer goes assault grenadiers, I am forced to commit two conscripts or conscript and mg (280mp vs 480mp) etc... this is right in the beginning stage of the game.
But when shock is considered....
whats the exact difference here? |
can two gren beat a shock ? |
I have now played Hill 331 twice. In both cases Soviets rapidly deployed mgs around the roads and then quickly built tons of mortars. Getting tanks was not possible (since fuel was on roads) and anyway mud made it too risky to deploy them to retake road, forcing my teams to forgo roads and go center. Meanwhile Soviets mined the approaches on the road and then started to build late game artillery. Lost both games to tank rushes that were proceeded by lots of artillery. Very boring map from my perspective.
I would say there is far too much mud on this map. Mud effectively makes roads unusable for vehicles and simply slows down infantry combat encourage mg spam. Mud can only be used effectively in defense and has no offensive benefit. Map should have mud removed or limited. As it stands this map has moved to my veto list, beating out City 17 summer.
it seems as though the routine of this map is to rush the fuel, whoever gets there first set up t1-t2 defenses, then the opposition has flank via the hill and the far sides of the map to quickly dislodge the defender. and then on and on and on.
relic obviously knew the fuel points will be the centre of combat so they made the road muddy and flanking routes dry to promote flanking. |
I love the new Mud effect, I think Hill 331 is a great vcoh port, its the same layout but the the way it is played is vastly different, its great
really? i felt that there was just too much mud for petes sake. it felt like "here is the mudtech! look at it! look! look!"
but the hills i like |
Thread: ISU-15210 Dec 2013, 02:58 AM
Yes, given infinite amounts of time and resources, one conscript squad can take down an elephant. However, this is completely irrelevant in the actual game. A soviet player quickly loses his ISU152 when caught off-guard. A german player has much more time to save his elephant from destruction. Having your 100 range tank flanked and isolated means you committed a huge tactical failure and it should result in a quick death of the tank. Currently this is the case for the ISU152, it's not for the elephant. The huge HP pool combined with the highest armor in the game gives the german player way too much time to respond compared to a soviet player in a similar situation.
+1
even if somehow two t34/76s slipped through german frontline and caught elephant off guard, osteer player will always have enough time to bring support to scare away t34s or even kill them before the elephant is dead.
however, if two panzers or one panther catch isu 152 off guard, soviet player will have very little time to save or retaliate before german armor speeds away.
its one thing to snipe tanks from across the map but to be a huge damage sink is quite annoying. |
Started this thread ages ago.. but you are right Nullist in all your posts in this thread.
Man shreks cost 120 munis and dont have anywhere near the impact of mark target. I think MT should cost 150 muni too be honest, it completely nullifies any smart or clever vehicle play in any attack that it is triggered in. Getting an a great armour attack with ost is next to impossible now anyway due to at nades, bad maps , at guns and su85s ect and popping this thing with one click and no thought makes it OP IMO
comparing shreks to mark target...
i'll take shrek on non doctirnal unit as upgrade over mark target anyday |
great proposal. but obviously just because CE have 6 men, they shouldn't be able to build or repair faster than when they were 4 men. |
In some ways, yes. That's why I was saying that you're asking for more of the same on an extreme level.
I'm ready to be just as upset at Relic and Sega as you guys are, but every patch has made progress. If they ever took another step across that line, I'm ready to leave the community. I've actually warned others to stay away until they balance more overall. And I'm being pretty cautious about the two new paid commanders.
But I also note that we're getting an ability from a paid commander, the Soviet 45mm AT gun for free with the defensive commander.
The funny thing is, people complain about skins when skins are the things you should be clamoring for as paid DLC instead commanders. Heck, as silly as faceplates are, it's still better than paid commanders.
And I was there from CoH1's launch and well into its old age. It took a long time to balance that game. I see it as it really was, not with the rose tinted glasses others have. I know how long it will take to get CoH2 to the same level.
I'm not upset but what frustrates me is that all these new units are coming out but they are doctrinal specific... i do not want to be narrowed into one doctrine whenever i want to use soviet bunker, tank trap, partisan, three start unit, assault gren, or kv 1 etc...
As for now (correct me if i'm wrong), Osteer has 15 basic units and 10 doctrinal units(increasing), not counting emplacements. Soviet has 14 basic units and 9 doctrinal units(increasing) not counting emplacements. I think that is too much doctrinal units. May be every tier building can contain one more unit and we can have only 6-7 doctrinal units. |