Interesting...so you recommend placing the Scott in the captain tree? Where would the pack Howie go or would you keep it in there too?
Pack Howie goes to major.
What about this,
Make the pak howi come from the HQ instead of the mortar after either mechanized upgrade or both officers and put the scott with captain. And remover the pack howi drop from recon commander.
The idea is to make the Pack Howie a stronger but barrage only weapon. A late game artillery equivalent to say the Land Mattress.
It's clear that the Priest/Calliope are gonna remain to be stronger alternatives, but right now, mortar/Pack/Scott are too similar in what they can accomplish aside from obvious mobility differences. |
Adjust Scott for a LV timing and swap it with the Pack Howitzer.
Rework Pack Howitzer into a good barrage only weapon. |
I didn't mean that they claimed it 5 years ago. This thread pops up every now and then, and even on the latest iteration of the loot system they were doing so. It might be that they unlocked all stuff before that and don't know the grind, but on the other hand it is not difficult to make a quick estimate of how long you need to play given the drop rate of supply, games for a reward and prices of commanders and considering that a normal game lasts anywhere between 30-60 minutes.
I also disagree that the current system is the best one. The commanders are heavily overpriced (unless making ~20 commanders requires the same amount of work as making a new AAA game). And they are supposed to be like that, because buying them with supply is not feasable. The base commanders are fairly limiting in play style, so the actual 'full' (not even meaning all commanders but a decent selection) game of CoH2 still costs quite a lot, especially for an 8 year old game. And the latest since Relic is not really involved into balancing anymore, the commanders cost them zero work and maximum profit. I don't mind paying for extra content if the content is worth it, but the discrepancy is huge here, even for a game I like as much as CoH2.
Should check my 2nd post.
First part: you will be met with the argument that the game is way cheaper or even free in some cases and the commanders are there as monetization system.
Second part: "the best one this game will ever get". I agree on what i said, it's just that i don't expect anything to change and i just explained why things are the way they are.
While buying everything separately is overpriced, isn't there a version which cost a normal AAA price and gives all factions, commanders, campgain and coop DLCs available? |
I don't mind monetization as long as it doesn't involve gameplay elements, specially in a STRATEGY game. While not ideal, you have to take in mind that during the first years, commanders were EXCLUSIVELY paid only or through RANDOM drops.
So the current model is the best you can expect the game to be.
As far as grinding goes, keep farming the 2K supply while afk method (even if you are not automatizing it, you can play or do something else on a custom game and return to "finish it") and just play normally.
You don't need EVERY commander, specially with EFA, which have plenty of overlap. |
The streamers played shit tons of matches and there was some compensation when the loot system was introduced and replaced the old system. That's how they got these huge numbers.
But I agree, the loot system is very, very shitty. I think I had to play 130 hours per commander. And half of those commanders were random drops, so I could not even decide which one I want. Plus, obviously, you cannot spent your points on anything else than commanders, otherwise you will delay the next commander unlock.
All commanders are basically completely pay walled at this point. I cannot understand how in previous threads some players seriously claimed that you can unlock them by just playing the game and no one were forced to spend money for the full Coh2 experience.
Because most people here have either been playing since game release, had been playing before the big compensation OR when they introduced a limit cap on supply gained on custom games (people afk farmed them with scripts).
Many commanders which were given for free at some point, are not available in all versions of the game. Therefore things like humblebundle versions or simil don't have even the most basic commanders. So this makes it impossible for veteran players to relate with the experience of someone "new" towards the game.
Same thing happens in other genres of games, although it's more understandable if they are F2P.
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E8 had a specific bug with radio net but outside of what has already been mentioned, nothing much else was changed. |
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So the game for you is 200 player only ? and even in this, they are not over performing and they are below 50% winrate while some other factions are above 50% winrate, now lets look to their overall performance not just top 200
https://coh2stats.com/stats/month/1617235200/1v1/wermacht?statsSource=all
Some clarification.
The stats gathered are MOSTLY from top200 even when filtering by all. Because it gathers stats only by those who have at least 1 rank in top200 in any mode but people tend to play one specific mode mostly.
For 1v1 it's better to use the top200 only, because it's the only mode which has a relevant sample size (specially considering the % of matches) on which you can gather information when BOTH players are at least top200.
Also depending which month you look at, stats differ. I took the last 3 months worth of stats and this is what i got:
Brits: 44.74%
SU: 51.82%
USF: 49.39%
OH: 52.02%
OKW: 48.30%
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Ok, so you think it is overperforming, I think it's not. What now? You would have to come up with some pretty accurate and good data about increased win rates in games where B4 was used and built or something the like to prove your point here. Gonna be difficult!
It's highly likely that in a week or 2 we are gonna have some concrete data about B4 usage and WR changes in coh2stats. |
why does anything funny happen.
Matchmaking.
OP would had lost no matter what units the enemy was using. |