But i want easy games thats why i pick okw
If you want easy games you either need to stop using match maker, or smurf. Apart from that you can also drop in some matches to lower your elo. There is no other way, it will always stabilise on the level you currently play on, and playing like noob just to loose a match or 2 is stupid.
I used to think the matchmaker tried its best to get you balanced matches, but now I'm not so sure anymore. No matter how many times I lose with ostheer it seems to give me opponents that completely demolish me. They have way superior micro and many more matches played. Despite having 20-25 stats my last match was against a guy who destroyed me in 10 minutes and that's only because I didn't quit after the first few encounters when it was clear that I had no chance to win.
Before you ask, no, it didn't take long to find the match, about a minute or so. There are about 8K+ players online atm so it's probably peak time.
Then you probably simply have too good elo for your skills. It happens after patches or if all your matches are placement ones. You just need to loose some matches and eventually you will find your sweet spot. |
+1 M5s really do a number on Rakens...
It would be cool if Rakens got extra range while Garrisoned like Vickers at Vet 1. That... and being able to actually use Prioritize Vehicles while Garrisoned -.-
Killing M5s is exactly what you need stealth for. It also works great against t-70. Both vehicles die to 2 shots, so just cloak 2 raketens, sneak up to enemy vehicle, fire and retreat. It never fails. |
I would also like a answer to this, while iam close to the top ladder wise iam not that high in rank and i often find myself aginst top 25 and 50 players like Von Ivam...... Do i win sure but its often after a extreme last 10 vp points 49 min 1v1 where one zook/piat/ptrd/shreck round could end it or save it! After of which i need a smoke and i dont even smoke!
If you win or loose with the difference of 10vps it means that matchmaker did its job perfectly. Its exactly kind of match it is designed to deliver. |
I agree with all changes but the volks one. It is intended dynamic that second axis faction has no snare and gets shreck instead. |
I must agree with Hitman5 here that this would probablly be too distracting. CoH 2 has such nice 3d graphics, less "UI distraction" is a good thing. So keep it simple
Of course I very much like the new functions, most notably the unit panel (=quick selection) in the top right of the screen.
I agree with what many said about the middle part. It's practically useless. Basically, they could just remove it or make it collapsable maybe, while moving the 5 commander ability buttons to the bottom, next to the unit portrait.
The only actual function of the middle part is when you select multiple squads (which is fairly seldom in CoH compared to other RTS games) and want to "sub-select" some to use abilities etc.
I dont feel it would be as distractive, I mean, you still keep this data in your head if you cant see it, thats more of a distraction to remember everything for me. Also I like the idea of panel being toggleable, if someone would feel distracted he would be able to just slide it down.
As for selecting squads it is somewhat usefull for that but still most players just use the tab key instead... |
I like the 210/100fu idea, it would both support less used doctrines late game and blend well into 1 heavy tank limitation of used doctrines that leaves lots of fuel to spend. It copies the unique feature of t-70, but in same faction and different tier so its ok IMO. |
I wrote before that the big box in the middle of bottom section of UI should show something than outdated description, possibly unit stats. But then I came to conclusion that static stats are not important during the match, rather between matches so it would be better to include them in in-game encyclopedia.
But what about that annoying box? I suggest it should contain dynamic stats. What I mean under that term is:
1. Damage delt and taken by the unit through whole match.
2. Hp as a number, instead of health bar.
3. Modifiers that are active at the moment, multiplied together and shown in green for positive and red for negative. For example if you have a unit that gets +20% acc at vet 2, +5% acc bulletin for that unit and aura that adds additional 10% of acc then the number visible in UI should be green acc 138.6%.
This should be done for every stat that is being modified at the moment, so the number should change once you are out of aura.
4. Muni counter, showing how many muni all abilities and upgrades of this unit costed through a match.
5. Possibly time counter, how long the unit was on the field.
And specifically for infantry:
1. Mp counter incremented by reinforcement cost every time model is reinforced.
2. A panel showing hp, as a number, of every member of the squad, and weapon the soldier is equipped with (the fact we have to zoom in in order to check if this is double bar or bar+zook squad is ridiculous).
Disclaimer: it is not aimed of micromanaging squads like in MoW, its just a set of stats and counters that already are part of gameplay decision making but we have to keep them in our heads which is pretty annoying especially, since they change it often.
It is also important to note that such feature should use same stat tables as units in game to show stats of current compilation and situation on the map, instead of additional data, like current units and veterancy descriptions, cousing desync between what is told to a player and what is actually in effect.
Yeah, I know it will never get implemented, but it would be cool if they did it, wouldnt it? |
If you ever got wiped by mg you must have the reflexes of a dead sloth And if you dont like the counterplay mechanic you should probably play singleplayer or different game. |
This game doesn't seem about getting better, unless you want to pay for it which is really F*&king stupid. In order to be competitive it seems you have to shell out money for a premium commander doctrine ability.
@Ferwiner:
That's what I was saying is if there is a more cost effective way rather than using 60-90 munitions per MG squad....smoke and flank is all there is which is what I was saying is this game railroading me into doing so. Where as in COH1 I could use snipers, flame engi's or grenades if I wanted....there were several options at my disposal, so I was asking if there was something else other than grenades to take out mg's.
Yep, there is, almost every doctrine has something, for example the mortar ht is great. Like I said you also have quick access to tiers and units like m20, AAHT or stuart that quickly get rid of mgs. And at the end there is the pack howie, a better version of mortar that also works great. In first minutes before theese come on the field its enough to just space out 2 of your riflemen and attack the mg. If he has more than one in the area smoke may be needed but if its only one you are ok without it. Mg42s change sector of fire horribly slowly, without really quick retreat the risk of loosing mg to proper flank is huge. Generally, mg spam is no concern on most level of play, it is kind of suicidial to be honest. |
The problem with bottom part of coh2 UI is the big box in the middle that takes over half of it and gives no usefull information, just outdated unit description. This should be removed or contain units stats in current compilation in readable form.
Even though this is a problem I still think coh2 UI is better than coh1 one, just becouse of how unit lists work now. Whoever thought that its ok to force coh1 players to click in order to show the list and then click again to select a unit was brain dead. I mean, ofc you can use control groups but still what we have now is so much better. |