Well Jesus Christ, all I did was try and clarify if that's what Turtle meant or not, Nullist was right when he said that post made no sense, because if you read it properly, it's counter intuitive. So he must not have had that meaning, it takes a completely unemphatic and narcissistic person to not be able to draw a simple line to deduce what Turles post could have possibly meant. |
It was already nerfed to 30 (from 15) in November.
(Which was good and needed)
Has it been stealth nerfed again? If so, 40 is too expensive.
This makes no sense.
It already WAS 30.
How then can you have been one of the people who "wanted this change" to 40, when you "wouldnt object to it being ... 30", when it already WAS 30?
That makes no sense, man. I'm pretty sure he means he wanted the initial nerf, which ended up being from 15 to 30. I think his other point was that he either thinks if it was going to be nerfed again, 35 should have been it, but not 40. |
Nice, I didn't know that tab did that. Does tab have any other uses? I never use that key while playing. |
I understand your argument but I do think there needs to be a certain bit of randomness in the game. Not to the extent that CoH2 is currently at, but even in vCoH you could never really be sure if grens would beat rifles, it really just depends on the situation. But I do not like squad wipes, at all. For a game that stresses unit preservation and retreating to save vet, I really can't understand anything, mines, Strafe, lucky heavy mortar, building collapse crit, flamer blowing up crit, that just wipes an entire squad. I remember, this has been fixed, shooting a rifle nade into a perfect two story building which got crited and collapsed killing the squad inside, that doesn't even make sense from an engineering point of view. What I really don't want to happen is for CoH2 to become to close to Starcraft where everything can simply be reduced to numbers and the outcome can be predicted by math. The game would just be boring to me if you knew that 100% of the time cons would lose to grens 1v1. It would also take away from micro because if you were in a 1v1 con v gren, you just just look away and not have to worry about that battle because you knew 100% you were going to win. The great thing about CoH is that you have to be looking all over the map, making sure the things that are going well continue to do so and if they're going bad, you get the hell out of there. I also remember how much fun it was in vCoH when my at gun would be firing on some Armored cars and there was just that one hit left that was needed to destroy it but the at gun kept missing. But at the last second, when the AC was back in the fog of war but still visible, you make that last hit to destroy it. It's what kept the game always exciting, leaving you on the edge of your seat. If it was always a guranteed hit or miss, the game would become transparent leaving only a bunch of numbers and probabilities moving on the map. |
Hey man, you still have that copy of vCoH? I'm currently studying in China and all my discs are back in the US. I don't own a steam copy and I don't really want to pay another $15 for something I already own. Thanks man. |
This is probably going to be the only time I get involved in one of these threads, maybe because it hasn't gone to shit yet by stupid raging posts, people somehow changing the conversation to, "you don't even play Soviet/Ost, Bro. Or maybe because after reading your post, it really seems like you've stepped back to truly examine the game and what is wrong with it, besides a simple raising of some number here, lowering some over there.
I was a little skeptical about the part where you mentioned adding in some historical feel into the game, I thought that could have taken a drastic turn for the worse but I really liked your referances to the doctrines in vCoh, terror and defensive. They really did make the game feel like WW2. They were all so well balanced too. Airborne did mean your were most likely going heavy infantry all game, but the paratroops with their recoiless rifles actually balanced them out, with out being absurd. The way the commanders are set up now, they have names and a face, their abilities usually consist of 3 rehashed abilities and 1 absurd ability that you are actually paying for.
The RNG needs to be completely removed, you are correct in everything that you said about it. Mortars are absolutely the biggest culprit in this. It seems that Soviet heavy mortar is the worst of them all. With it's incredible range I don't know how many games I've played where the mortar can sit just outside of the base, and instantly drop shells on any infantry that the Soviet AI gets sight on. It's just a unit that a player and plop down and forget about, because there is no reward for actually assigning a target for it. My main strategy for flanking MGs in Vcoh was to do a flank well behind the MG, and fight around it while I assigned my mortar to barrage it's position. And yes, if you were closer to the MG the grouping was so much tighter, unlike in CoH2, it just kind of scatters around and feels completely lucky and random.
AT guns need a complete overhaul. Their targeting choice now is laughable, shooting at infantry they will never hit, simply revealing their position and acting as a warning to your opponent, "HEY AT GUN HERE!"
I'm not so sure the AT nades need to be more expensive as they are now, I don't like how they only purpose Fausts and Nades actually seem to serve is to damage engines. I think the biggest problem with AT nades is how as soon as the vehicle enters range and a player clicks the target, they will be thrown no matter what. This is completely unfair to the Ost player because if a vehicle backs out of the Fausts range, the Faust gets canceled and the infantry will walk two steps, start the animation again, then cancel, walk two steps, cancel, untill the vehicle stops moving or enters and stays in Ranges. I've seen the most rediculous AT Nades be thrown, some of which make the JFK Magic Bullet look like Living Room Magic. The AT nades needs to be canceled if a vehicle moves out of range before the nade is thrown, or the throw time needs to be the same as the fausts fire time.
The only other thing I want to add, is the way Launch units are being replaced by DLC units. The Soviet Heavry Mortar, the DSHK MG, Assgrens, or any other unit that completely negates the Original unit. Why even build the Maxim when you have the DSHK, or the regular mortar? Yeah, they may be more expensive but without having to tech anything up, it's like being able to call in a Panther off-map at 2 Cp, I would always wait for the Panther resources and just call that bad boy in instead of building T3 Building and then the P4. It's just one more thing that takes away from the idea of purchasing your tech. Now the to get your MG for Soviets, you just need to wait the 1.5 minutes for you to generate enough Manpower, further reducing the use of Fuel. In Vcoh you could replace units with ToV units but if you did that, you were permanently replacing the base unit from the rest of the match.
In all, theres a lot I do enjoy from CoH2, I really like a lot of additions to the game, but I don't like that now I feel that I would be much more happy if things like jumping over fences, and truesight were just simply added in VCoH, I would never touch CoH2 again. |
This is cause by the Russian Industry Commander. This issue is enemy number 1 right now on these forums. Nice to see it's so corrupt it made people who don't normally post on forums, find a forum to speak their voice. |
I think the best solution would be to SPLIT the multiplayer in TWO portions.
First is for use of original commanders ONLY.
Second is for use of original commanders PLUS dlc ones.
If someone wants to play old school - choose first option in the game menu.
If someone wants to use these OP commanders for different gameplay - choose DLC option.
How simply it is?
Let me know what you think.
100% agree. Keep all the bonus stuff out of Automatch. |
Vet one only ever, and still does, give the unit access to an ability, PZ 4 could use the blitzkrieg ability, MG42 could fire incendiary rounds. Now the abilities still provide similar defensive and offensive bonuses but they're more rounded to the actual unit, IE pioneers receiving +50% repair speed, or Grenadiers gaining a range bonus to the rifle grenade shot, or any of the AT guns receiving rotation speed buffs. |
DutchX
I don't agree with some things you've said but there was one sentence that I couldn't stop thinking since a little after launch. It's that adding all these commanders and abilities makes this game practically impossible to ever be fully balanced, or even remotely close to what we saw when CoH stopped receiving major balance patches. There was literally six Doctrines in the whole game, meaning they could easily see how each doctrine interacted with each other even with completely different build strategies, but in CoH2, there is so many different Commander abilities, commander only Units, that it has created a hellish nightmare to ever really be sure of how everything will interact with each other. I honestly think the Commanders are the worst feature in CoH2. I understand the desire for fresh units or factions, Brits and PE from OF, but that was OK because it was a enormous expansion that was released years after vCoH launch. I really just wish the game was much simpler, yes less content, so that the base game could have been polished into a great well balanced machine, then slowly add in a new commander or two.
Side point, I've actually lost all sense of excitement when new units are being added to the game, Partisans don't seem fun new and exciting to me because I still don't even fully know how to deal with Assault Grenadiers yet. But now there will be even more content that no one fully understands. We'll see in a few weeks, maybe even a month, before the inevitable happens and enough people complain how partisans/irregulars are imbalanced, before they are addressed and balanced, but by then I'm sure we'll have even more new commanders that we'll have to deal with. I'm not even sure how many commanders are in the game now. I have no idea what to expect when play CoH2 anymore. I just have to simply rely on my micro and skill at the game. Unlike CoH where you could see one doctrine ability and immediately know what to expect. So many abilites and being shared by different Commanders in CoH2, most Commanders are just a Frankenstein of preexisting abilities, plus one new thing, that you really won't know the opposing player will eventually field a Tiger until the thing is physically on the map.
During the course of me writing this post, I actually thought of something that would please me greatly. Instead of only displaying the faces of the opponents existing commanders, maybe they can implement a tool tip during that screen so you can mouse over the faces and see what those commanders actually contain. There's no way in hell I'm going to memorize each individual face portrait and know what that commanders abilities are. |