I feel all this talkin about ,,dead game'' are doing more damage than actual problem.
Yep, you just nailed it. |
End of June? Sick. This reminds me the times when we were waiting half a year for a patch. It's even worse this time though becouse everybody knows how epic new patch is and thus nobody plays the game. |
I like the way it currently is. Call in the TA can makes you win, but the drawback is very important and you must consider it before you click on the button. ( Unlike most of the Heavy tanks where you just click on the button at the frame it becomes available )
Very risky, very decision-maker, but very powerful. I like it.
This, its ok guys, you just shouldn't treat it like you would a normal tiger. |
Soviets are lacking far more sadly, like an MG nest by default for example, a good medium tank, something which the current T-34/76 is not filling the role of and so forth.
OKW on the other hand is really only lacking an MG by default but that is an integral part of a core Army, no other Army in the history of CoH has only had a doctrinal MG which was not part of the core Army. And I don't really see how Obers, Sturms and Jaegers aren't "easily accesable" AI infantry, not to mention Falls, but then again I do agree that pretty much all of them are expensive (if you consider 300 man power for the Sturm's performance expensive) and 2 of them are doctrinal but still, Obers are Elite AI infantry while Sturms are good at doing whatever as long as you keep them safe and alive which is a bit hard to do since it's a 4 man squad compared to the British RE when upgraded.
UKF is only lacking a mobile in-direct fire weapon by default, which brings up the point you made which is very well put, that doctrines make these gaps manageable but still, paying fuel for something which is supposed to be there already... I just don't see the point, better to make the mortar pit a defensive position/emplacement which can garrison 2 mortars instead of having them spawn with/in it from the get go, just give them some sort of boost/bonus once inside with vet, like the vickers, instead of this immobile emplacement which everybody and their grandmothers are whining about, besides the bofors. And if you're asking if it's possible, yes, it is, I have done it because Svanh told me how, and I knew it was possible before since Europe at War, a very old and big mod for CoH that is centered around realism, has also done this, by using the mortar pit as an MG nest in which the MG can rotate a full 360 degrees to engine targets, like in a normal building.
The USF is lacking practical and well performing units on the other hand, at the current moment, their MG comes too late to be doing the job it should be doing, which is killing and suppressing infantry thus halting a blob/infantry advance because of some better light AT capabilities which are none-existent atm, I mean, the MG42 costs less, comes out wayyy earlier and can do what the .50 cal does even better. While the Pack howitzer is underperforming compared to the leig for example because of the crew required being 3 and the debuff they get which I think is a bug since all USF team weapon crews get it which makes them easier to kill off, that's why the suggestion of the mortar being added to them, that and the alternative to rifle rifle rifle opening.
As for Wehr, all they need is some balance love, and something which both Soviets and Wehrmacht lack, a forward retreat point and perhaps field repairs, Wehr more so than Sovs because the Soviets at least have 3 doctrinal options for repairing in the field which are present in most of their doctrines.
That's mostly it, I think we can pretty much guess most of the problems, and maybe you knew them and I'm just repeating myself or someone else but I just wanted to post this so the OP takes it into consideration of what each Army is "lacking" in it's core, sometimes severely.
I agree that soviets are lacking the most, especially good enough, spammable medium for the late game. T-34/76 crewmen - I'm looking at you, stop drinking before every shot or you will never kill anything.
As for okw, my whole post was, just like the thread, about non doctrinal units. So you are left with obers and these are available late and should be postponed even further.
I like the performance of usf in preview mod, don't think they need something else, same goes for wehr, apart from FRP maybe but this much bigger design issue.
I won't generally argue about ukf. The thing you are talking about is already in the game though as ostheer mortars can be put in trenches, or at least they could some time ago.
Use core armies only... no commanders. That creates an equal testing ground with all the other factions and ensures your results are valid.
Using commanders that are considered worst in a faction is an equal option too, why not go that way instead? |
Commanders fill different roles depending on a faction. For all factions they give small and cool abilities that benefit an army, but for some of them, namely SOV, OKW (especially in live version) and USF (to lesser extent) they also fill the gaps in core army or give some units that are powerfull enough to make these gaps managable.
For SOV, such gaps are lack of elite infantry and lack of handheld AT. For OKW, lack of mg and easily accessible AI infantry. For USF its mines.
One could say that this is bad design but in fact it is not the case. These 3 factions are the aggressive ones, so they get commanders that dramatically change the way faction plays and can surprise the opponent, paying with the fact they usually need to pick the doctrine first. On the other hand, OST and UKF, being defencive factions have most things in their core so they don't need to pick that fast, but they pay with predictable unit composition and, in theory, smaller bonusses.
This basically means there is no real way or need to ballance around core. On the other hand this design is not always followed cousing big differences between commander usability.
I feel the most important thing is to ballance faction commanders between each other, so I would change your idea to test factions with the commanders that are used the least in automatch and tournaments, instead of no commanders at all. Giving them some buffs is necessery but nobody really knows what kind of buffs becouse they are either played against meta commanders or not at all. Playing them out against equal opponents could really show how to make them shine. I also strongly belive that with all commanders being more or less equal there will be no point in ballancing core. |
Bumping this. Also was there any word from relic about this? |
Katitof is right. They could go full F2P with coh1 and its add-ons though, they are not going to squeeze any money out of it any more and its infested with hackers anyway. Actually, they should have done this like a year after coh2 release.
It's true that sega went full retard with coh2 getting both full price for the game/add - ons and multiple p2w dlcs limiting the playerbase from very beginning but now income from both game copies and not p2w dlcs like skins is absolutely neceserry to keep the game up and running, there is no way around it, they either keep it as is or they are going to kill the game. |
Rifles can do it on their own honestly.
Against snipers, I find an excellent counter as USF is to just shoot back. Unless there is an MG suppressing you (in which case you're probably about to retreat anyways), you can easily just run at the sniper once he fires and start shooting him. They have low health and aren't too hard to hit, so just shooting them is often enough to retreat them or even kill if the OH isn't paying attention.
MG42s can also be beaten by rifles simply by virtue of attacking from multiple directions. Even if you're within its arc, multiple squads spread out is often enough to get past it.
I guess it's not a counter if you need your opponent to screw up badly enough not to pay attention to his sniper But bait is a resonable counter. If you stay less agressive for a moment and lure all his units, including sniper into your territory its enough to push with m20. There is no way sniper will be alive after trying to retreat from the middle of the map. It's important not to reveal the m20 and possibly not even the leutnant couse better players take caution when they see it comming. |
The only reason I can see current prices are beneficial to relic and sega is that they can show high percentege when doing a sale. They should cut all prices by 2 instead and both game and their wallet would do better. |
Just needs some minor tweaks, like noticable pop increase to increase its cost over time and make it harder to gather army behing emplacement wall. Same should go for mortar pit. |