I think having Maxim and sniper (with cons) combo would be OP, if you add mortar and doctrinal units (rifle guards) it would spill into T2 being ineffective for Germans as well.
Mostly due to way maxim and soviet sniper differ from German counterpart units
Resulting in tier 3 and 4 being also ineffective due to lack of fuel (loss of map control during T1-T2) |
I just want to point out that the game has improved in that regard. Since they patched the game to buff the t34 and nerf the mg the game has taken a better direction towards what you describe.
Now we have less m3/sniper/su85/mg42/222 microing and more conscript flaking + combined arms. If they could just nerf the lmg to reduce spamming grens that would be really great.
But yes I agree overall tecking is too fast/effective in this game.
PS. I am so glad there is less mines no tank traps in coh2
yup, I meant to say compared to COH, will edit
Yeah, I wasn't huge fan of mines disabling engines on every corner and units blowing up left right and center, but more used it as point of being able to be more resourceful and having different options with same units.... T traps, I thought were quite good tactical feature (bar SE traps, that was way overboard)
COH was by no means perfect, as you know yourself. But had some nice fluidity that I feel is missing in COH2 |
The game seems to have shifted from strategy and tactics as it was in COH, towards fast clicking micro play and bunch of OP units/combos that rule for short periods of time for both factions in COH2.
Now in COH days, people who were not that great with micro/or fast clicking multitasking could combat that with clever use of their units in strategic/tactical ways. (and the rest of us turned to those means when the plan didn't go 'by the book')
Clever use of tank traps, bunkers, barbed wire, mines and variety of 'customizable' multy-role units on both sides enabled players to slug it out with people who were superior in fast paced game.
For example: Rangers and Grens could always be turned into potent anti-infantry units with upgrade. Puma and M8 could be turned into more effective AT unit as game progresses. Lost the fuel battle? well tank traps and AT guns could always give you a chance to come back with support from AT infantry capabilities.
You could always turn your Airborne unit into potent anti-infantry unit with drop of supplies, taking advantage of strategic opportunity.
That is why we had a lot of decent players with Wehrmacht and USA that were absolutely terrible with PE or Brits.
I feel that COH 2, compared to COH, has turned from game with a lot of strategic/tactical options into a game that is just an arms race.
One unit is hard counter to pretty much everything on the field and 2 min later is just about obsolete unit and liability to the owner.
The game has become full of hard counter units that are useless vs anything else. Way to much emphasis on quickly exploiting OP unit in its short window of dominance and then racing towards next one, while trying to avoid opponents OP unit at that moment.
In my opinion, COH2 should shift back more towards multi-role units.
For example: being able to upgrade shock troops with AT weapon while losing anti-infantry capability. Rifle Guards with weapon that can hurt P4, instead of putting so much emphasis on synergy and combining troops to combat single unit.
Giving HMG weapons AP capability to combat armored vehicles, AT guns to gain AP capabilities. Tank traps, Bunkers for Soviets as well, being able to upgrade PG squad with better anti-infantry if need be. etc..
I think these things would go long way to make game more enjoyable for wider variety of gamers and bring back feel of strategy, tactics and out-thinking your opponent not just out-clicking.
In COH days, I have been defeated by players when I was certain of victory, with what can only be called, ingenious tactical use of units they had available to them.
I cannot expect to see that now, due to lack of 'customizable' units, tank traps and units being effectively only hard counters to specific units.
I can be expected to be defeated/win games by super powerful call-in units/abilities or hard-counter unit being late, but that is more frustrating than something enjoyable.
This is somewhat less noticeable in 1v1 games, but 2v2 and up it gets multiplayed even more so.
P.S. If you disagree or wish to add, please do so, but keep in mind context of my opinion instead of picking on specific points. I am aware that adding AP to HMG's would impact on balance, etc.. Do not take it literally, only as how it would change overall feel of the game |
When having a unit selected, pressing A and left clicking somewhere on the battlefield issues an Attack Move, which means your units will start moving there, and on the way when spotting an enemy, stop, infantry usually then try to find cover, and start shooting back at the enemy, until the enemy is hopefully destroyed, then they proceed to move on to your designated point. This I mostly use when I know the enemy is already defeated yet they have their base left and I need to destroy it.
When issuing a move order though, (like simply right clicking somewhere on the map) your units will move there, while firing on any enemies they spot, however they will not stop to make sure they destroy them first.
However, attack move order aside, even when issuing individual attack orders on units in the enemy base, whenever the enemy targeted is destroyed, your units might likely (might likely based on how far your units are from the enemy HQ) start attacking the (now destroyed) enemy HQ if you weren't paying full attention to the second the enemy got destroyed and your ready to issue the next target.
I understand, I was just trying to say why I read this thread before. But didn't respond to it. (courtesy response on your question)
Issuing attack order means that your units will stop at sight of first enemy unit and engage it, most players will not like that happening because they will only move unit to execute tactical move (cap point, flank, etc) Most players don't want their Panther to stop and engage eng squad, leaving it vulnerable to AT gun attack, unless they decide to stop panther to attack target of opportunity.
Hence there isn't much response.
For me attack move is liability move and I would never use it (I think most players would feel the same) |
Anyone who acts like they can play german afk and beat anyone by just making 5 grens with LMGs before pulling 3 tigers out of their ass needs to wise up. Go play a top tier soviet player, I promise you its not that easy
Are you really having a hard time understanding what people are saying?
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So how come this is not being noticed? I can't be the only one using attack move orders or who likes to play Annihilation mode? (In the sense of physically attacking the enemy's base to defeat them) Does this bother nobody else? I mean if this goes unnoticed then I'll make due with clicking on this building and that building to destroy everything to avoid having my units stand there and shoot at a destroyed enemy HQ the whole time. Just surprised nobody seem to have this same issue.
I can't remember ever using attack command. Always give orders to individual units to fire at tanks, inf or what I perceive as danger.
If there is no units left, tanks will fire automatically on buildings
p.s. issuing attack command or move command is basically the same thing.
(been playing COH for 6-7 years, can't remember ever using it, nor does attack button exist. lol |
disregard, got side tracked from topic |
I don't see how it would help anybody if Penals are immune to being pinned but die faster. It would only mean that MG42 would get vet3 when its facing some noob in a jiffy |
Thread: T34/8516 Oct 2013, 08:36 AM
Not until the game is okey balanced(revised 5 days ago)
Top 25 1v1
German WR 80.568% (81.03% today)
Soviet WR 76.5% (76.5% today)
Top 25 2v2
German WR 81.992%
Soviet WR 74.98%
Top 25 3v3
German WR 82.116%
Soviet WR 75.356%
These numbers don't mean anything as top players/teams often play vs weaker players/teams
Hence you have people with 5-1 win ratio. Its difficult to conclude anything from that
p.s. Not disputing anything other than validity of numbers..... |
GJ dowloading |