Even in a not-so-close game you'll have time to get them. That was bothers me the most. Infantry and AT-guns for 15 minutes then you can start with the call-ins basically. That is why I think tying call-ins to both CP req and tiers would be good. Who can afford to build T4 and get a heavy doctrinal tank before losing to much map and field presence? Heavy tanks should be a rarity in my opinion.
I like the Elephant btw, it's not a go-to-win-tank but feels more like a counter against KV-series. Horrible AI so it doesn't put a timer on your opponent really. It's difficult to say with alot of the other tanks because you have to take in consideration of what your opponent can counter you with, and with the factions not being really balanced it's hard to say. ISU however is obviously way to powerful and weird. |
If you need to fine tune your camera use edge scrolling.
I would say the opposite, but I guess it's a matter of habit as well. I use WASD to move the camera around and have all hotkeys I usually need around that so would make no sense for me to use edge scrolling. If you are using standard keys however it'll obviously be a horrible idea to move your hand from ZXC to your arrowkeys just to move the map around a little bit. |
You're right. I meant in terms of combat characteristics. These guys are expensive and take forever to reinforce. I got hard-countered by a soviet sniper start using these guys. It was not pretty. They simply couldn't close the distance against snipers and were a huge mp drain.
They are not supposed to be your backbone or anything. I think this is how call-ins should be in general, pretty bad but have its situational use and more than anything they should be fun. If you are going versus Soviet T1 you can probably suspect Snipers and Guards. I got some good training in automatch versus this guy that was pretty high rank, about 30-60 not quite sure and he would always go t1 on Semoisky.
This one game where I actually do some damage to him and challenge his snipers was a three assgren start into quick SC. Doing that, mainly you just want those assgrens spread out and avoid fighting him AT all. Sprint away if you have to or get inside houses. My SC managed to chase one sniper down to his base and nearly killed the second one before he could get his Guards out. After he had got like 3 of them it was pretty much GG though since I didn't have a follow-up. I went for an Ostwind but Guards are too strong and when he had the CPs he could get 4 t34/85s out. |
I don't play big team games but I still find OKW incredibly frustrating to play against, that doesn't mean I'll drop whenever I have to play against one. Usually I just whine a bit and get on with the game!
Instead, whenever I'm playing Soviets facing Ostheer I'll let him know that whenever he wanna call the "GG" i'll surrender and give him the win. I love playing Ostheer myself so everyone else that plays them in this current state is a friend of mine! |
Just man up and go to the theater.
Sounds like something Rambo would say. |
I think Ostheer are pretty strong in 1v1, like most Coh2 factions though, they have their maps where it is a suckfest, i.e. for ostheer, Semoskiy maps, Stalingrad etc. Most people stick to a few well known builds/doctrines, cause they work consistently well.
Like for using Camo, you forgo a heavy tank call in and it requires additional micro, munitions usage and some creativity to set up. I have used it vs top 100 players, but you really do have to get the most out of the camo to make it worth it, where honestly just going grens with an mg42 into t2 stuff and wait for a tiger call in is easier.
But i'm gonna stick at it and hopefully post some replays to this thread vs good players to show it can be used in more then 1/1000 games!
1v1 stats for top-200 would disagree with you about Ostheer being strong.
I didn't mean that camo was not useful, what I meant was that specific mortar-creating-cover-for-mg-waiting-until-last-second-pop-incirounds being not that useful consistantly. |
I can imagine how irrelevant it will be since none of it will improve automatch as it won't affect it.
But custom game lovers who like picking their fights so they can always have an edge will enjoy it.
Tournaments? |
The game is supposed to be complex and require us to make meaningful choices in a dynamic enviroment. Something being an obvoius choice is a fundemental problem in the design of the game and needs to be fixed. The suggested change is just one way to make call ins less obvious.
Yes, that is what we are addressing in this thread.
Additionally Making the decision to tech has more implications than just how much it will cost, you also have to factor in the timing of those units, and how much those units will benefit you at the different points in time you can attain them.
Exactly.
The design of the soviets was meant to use commanders to supplement their core units, t3/4 are only so expensive because they want you to use commanders and not an additional tier building to supplement and diversify your army. You don't need commanders to counter things, but you may need them to make a good army.
Well that's a real shame. Not only will it make balance so much harder to achieve it will take a lot of strategic depth out of the soviet faction. For Call-ins to be viable yet not as attractive they have to make them harder to get (more expensive/CP reqs) and how can you possibly balance that over all the different game modes? Geez, I really feel for PQ.
I do have some insight -> http://pqumsieh.com/ , its a very complex process to balance this game, but thats probably the reason I like Coh2 more than checkers complexity makes the game more interesting and fun to play
I loved CoH1 for that reason! CoH2 is not there yet. The game can be fun, but the one thing that it is not is interesting. And I think that the automatch community would agree.
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if youre against a soviet player, you can just look at their base in the fog of war and determine if you need a pak or not.
Not the topic. |
fuel upkeep, problem solved
Fuel upkeep only for Call-ins, or what? |