You mean to say that people in 1v1s are not toxic?
Really now.
You just notice it less because you only meet 1 player at a time. |
I don't like these free healing ideas. Ost already has affordable healing via medbunker, vet1 healing ability, and free heals+reinforce on the HT that can be built quite early in the game.
On top of that, they have easy access to all sorts of support weapons, weapon upgrades, snares, elite infantry and a sniper. I mean, the other factions don't feel nearly as complete as Ostheer. They all lack something. Why should Grens alone be able go face to face with everything? Maybe grens can be buffed if you give the faction the Soviet/OKW/USF treatment and have half their units locked behind hard to access tech - so when you get a sniper to counter grens, Ost can't just get a sniper from T1 to counter snipe, or if you go for HMG play to counter Panzergrenadiers, they can't just make a mortar willy-nilly to counter you. |
A unbalanced game full of wacky overpowered units is fun for a time.
A big problem was that CoH2 was not full of OP things, it had just a few OP things at a time, which killed veriety. I used to play game after game against Mech Assault T2 into StugE and tiger, then it was game after game of facing off against Tiger Ace. What made it worse was that it was pay2win content as well. You want to win vs Mech assault? Better spend a few bucks to buy Soviet Windustry to even the playing field. |
I think both maps are OK. It's nice to have a bigger map in rotation, it favors mobility play and makes units likr halftracks and medium armor shine. A nice change of pace compared to for example Crossing in the woods where a KT needs to drive for 5 seconds to cover 2 VPs. |
It wasn't all sinshine and rainbows back then. I remember huge frustrations after playing a 30 minute neck-to-neck game only to be instantly demolished by a 2.5k health double damage 0 fuel Tiger ace. Or dominating an opponent only to have them come back by staying on T2 and calling in T34/85s with no tech investments. Back then playing off-meta ment you were purpusfully playing at a huge disadvantage - now, not so much anymore. |
Not needed. If you want to play agressive, there are a lot of doctrines to choose from that have G43s, assault grenadiers, or Ostruppen that allow for quick transition into Panzergrenadiers. You can also play more agressive by getting units like the FHT and a 222, or you can play more defensive by getting a sniper or Mortar. |
Relic even posted short clips explaining gameplay benefits of high lethality years ago.
There was this one clip showing how PGs can't just frontally assault and roflstomp 2 cons, but they still could if they went by cover.
Exactly. I have a faint memory of the early days of CoH2 where stuff like Mortars and grenades were much more important than they are now because unit rifle fire just didn't do enough damage. |
5 pop seems a lot. I wouldn't bring it to 0 pop though, just because it doesn't have a gun doesn't mean it shouldn't cost pop. On the topic of pop, I think MG fighting position and mg bunkers should cost pop. The only unit that I can think of which shouldn't cost pop is the Wehrmacht resource truck (the OKW truck should cost pop in my opinion due to its front line reinforce ability, same as how the USF ambulance). |
I don't mind higher lethality on standard rifles and such. It puts more importance on positioning rather than cheese grenade wipes. |
. At 4CPs a USF player will have the tech up to create similar vehicles. Call-ins only become a problem when they allow you to skip tech entirely - such as back in the day with Ost Mechanized assault allowing you to stay on T2 all game and still get StugEs and tigers.
There are a lot of call-ins in the game that are completely fine, such as guards, command P4s and many others. I would count the Greyhound among them. |