First of all If you going to continue talking like a character from a summer Hollywood movie, I wont even bother continue the conversation.
Regarding comeback mechanics, in COH2 there are no PopCap like in VCOH. Resulting loosing cutoffs wont hurt that much you can still create units even you have one or none points.
Also because of MP Upkeep mechanic tied to the population, resulting Players who successfully able to create high popcap army are bleading MP more than less popcap opponent because of less MP income. Examples of locking USF player into the base and loose nevertheless asking yourself "how da hell he manage to create units?"
Nah I believe that CoH1 had many comeback routes as well as coh2. |
Dafuq you mean "come back mechanics", like It's some sort of thing Relic put in the game, comebacks are a result of smart play and perserverance, I've lost to people whom pushed me back and won after I controlled the entire map and they had only 3 VP's left. I've done the same aswell. And you don't even answer the question, you just say give up and move on.
So, to answer the OP's question as USF. USF tends to maintain a more mobile and faster force, mitigating that for tanky units and brawlers. If you have tactical support, Halftrack with AA and calliope are fairly decent for pushing back. With heavy cav, pershing if you can hold on. Armour company is really dedicated to pushing the enemy back, the M10 and Bulldozer and really great units at what they do, if you can't gain a decisive advantage, select the Armour company.
Basically, flanking and Premium commanders. That's just how Relic has made the USF. Kinda linear, but it is what it is.
He thinks tactics are stupid and that once you screw up stay down. Also don't forget Airborne Company and Armor Company is not Premium along with Airborne |
With all due respect the tournaments for lower level players do exist and come around fairly often. But you are not going to find public ESL events for low level players. Nobody wants to see that and it doesn't help showcase the game in any respect. The game has never been big enough to warrant tournaments for this side of the community.
Lets not forget that when these events are held none of the lower ranking community ever signs up for them!
Obviously ESL will be dominated by the top players but when you're saying that it's always the same people I would have to disagree with that. There's loads of new faces popping up and beating the big names. Talisman, Black Ace, DevM, Overlord, Jove to name a few. With money being put into the tournament more of these big players will come in to public eye and it will get more interesting and diverse from there.
I'd say that's pretty damn interesting... but then again.. I would ha!
I think hes saying he wants to see participation from other top 10-20 players? |
the deserts of Salt have gone quiet kreatiir has dispersed |
-Obers can suppress at vet 5, at vet 4 they have permanent sprint.
-stuka reload gets very fast as they vet.
-Vet 5 volks become anti-everything with AT.
-Sturmpio have stun grenades.
The same? The same? I don't see shocks get permanent sprint and supression at vet 3.
Katyusha doesn't fire in single salvo or have incendiary at vet 3.
Cons that survive into vet 3 dont become anti-everything with AT.
Your argument is so full of bias.
Sturmpios with stun nades are so OP arent they? I was expecting an actual justification so I could expand on instead of this.
And yes cons dont become anti-everything with AT cause they cant buy AT upgrades except AT Nades. The problem with volks is the shreck upgrade not the vet is what you are pointing to.
The Stuka incendiary shot is OP? The Stuka itself is OP??? If you're thinking OP look at the Panzerwerfer, you cannot dodge that. The Stuka is SUPER easy to dodge how do I know? I've done it. I play alot of allied games. This is when I quit this thread.
The Suppression for Obers is kind of bullshit I agree because I am irritated when I play against it too. The sprint though is something I don't really give a crap about cause I am not losing engagements because of it. The sprint only improves capping power. S |
Yeah I also miss more graphics quality settings. |
Another artillery ability that is Sleeper Cell OP is Mortar cover. Unlike WP barrage in Rifle Company this one will actually kill you. |
Absolutely not.
2.2 Cheating
- Cheating is absolutely not allowed and anyone found to be cheating, publicly accusing others of cheating, or posting links to third party cheats, will be banned. Please report cheating directly to Relic via email: enforcement@relic.com. If you are not sure about whether or not you should post something on COH2.ORG, it's always best to PM a COH2.ORG Admin to ask first.
Well to Relic its not really cheating if you are not using it in automatch and only in custom games. Unless in tourney matches. Thats how I kind of interpret it.
Relic autodetects that stuff real fast anyway |
We all know that AT gun crews are vulnerable to any infantry, that's why you don't see 5 raketenwerfers or 4 6-pounders roaming around the map in packs.
so why not give penalties to squads that carry AT weapons? Both schrecks and zooks.
Here's an example: Panzergrenadiers get -25% weapon cooldown, -29% received accuracy in vet 2 and then +40% accuracy in vet 3. Gaining veterancy with AT weapons squads is extremely easy, so in no time you will end up with a flexible, tough, non-directional AT squad that's also lethal in close range. If you are playing soviets without shocks or guards you may as well drop and search for another match.
A squad should get weaker veterancy stats once they become an AT squad. Also they should be slower moving than the non AT-equipped version.
I believe this will stop a lot of blobbing and add depth to gameplay. AT guns would no longer be something you spam when your base is being torn apart.
The exception should only be Soviet guards and PTRS-carrying conscripts, sinc ethe PTRS is not in the same leauge as the panzerschrek or bazooka.
The reason you dont see pgren shreck blobs is because there are penalties and if he is pgren shreck blobbing yeahhh hes gonna get rekt. |
I think that's also too powerful, and a big reason why I believe WFA was in the enda a case of power creep. The original factions need to bring back their enginner units to build tech buildings, the WFA ones can just tech up no strings attached and get free stuff out of the bargain. That's not differenciating factions, that's just unfair advantages IMO.
Personally, I would lock the free stuff (and maybe higher value units) behind more teching costs. For instance, when buying the OKW T4 (at a lesser cost than what is presently), you can build the P4 and JP4. For an upgrade, you unlock the flak cannon and the Panther. Kinda like how the Panzer Elite worked in CoH1.
This would give the WFA factions some much needed teching flexibility, and delay some of the OP stuff. You could do the same thing for USF: for example, their T3 doesn't give you the Captain and unlock the Stuart unless you pay an additional fee. The total cost would be a bit more expensive than the price they pay today This would potentially allow USF to go T2 and then shift to T3 to get AT guns, whereas T2 is a relative dead-end because of its lack of AT.
Lots of people say Ostheer teching is expensive. IMO it should be the standard. Rushing light vehicles or blobbing into call-ins is only interesting for so long, and cheap teching costs encourage both those playstyles.
Yeah I kinda agree on this. I remember someone making a thread where it shows Relic planning on adding tech costs for the flak cannon and other things that OKW gets for free after setting up their truck. |