I've only just started playing this mode and seem to be having major problems. Are there specific strategies for this mode ? I've noticed I get shut down hard by early Axis vehicles, and USF zook squads are tragically and hilariously bad and weak. |
While I appreciate the passion, I need to reiterate that CD doctrine is absolutely retarded and that experiencing difficulty with it is not a L2P issue. This doctrine needs to go, or at least need to pay popcap for bunkers. |
Funny boy, I tested it multiple times on cheat command mod before posting here already. Even if you are so unbelieveable lucky to get double flamer in your first crate with rangers (1 out of 16 matches) they still get beaten all the time by double flamer Gustatori. How can you refer to testing at cheat command mod and tell us direct lies?
Since he tells the opposite and we can't solve it here I invite anyone to test it yourself with cheat command mod to see who is right here. Just spawn them on top of each other to give noone the disadvantage of storming the others position. We won't talk about Rangers without flamers, that is not even close.
On top of that Gustatori can construct multiple field defenses including mines and tellermines, have advanced repairs to patch your vehicles up in no time. And they have the "get out of jail" card in form of a smoke grenade with the addition of great passive smoke boni if leaving smoke (such as supression reduction and received acc bonus).
What have Rangers in exchange? A frag grenade and a good Vet1 ability. Both of this is not enough to challenge the versatility of Gustatori.
Are rangers too good? Yes, most probably.
Are Gustatori too good. Yeah, definitely.
They are so much over the top that I started playing 2 Gustatori every match at last friday to find an allied player that shows me how to beat them properly (and i'm not that dumb to not support them with AT). Eight games in, no answer up to yet. Throwing Rangers or Gurkas at them doesn't worked out so well. I'm always happy if the try with Rangers, they are even more expensive than Gustatori. So, still waiting.
You're not wrong. It's always been obvious that the designers have boners for Axis. |
Thanks lol - just had such a laughflash right now because i begun to realize why i see only the popcap as a problem but overall i feel no problem to fight against coastguard BG as some others.
After so many years of fighting against so many utterly brainless simcity turtle player in coh1 and 2 with ridiculously abilities that reduced even the damage from a sturmtiger to 10% hp damage on a simple cheap pit made of sandbags .... this BG seemed to me as something kind of "normal" to deal with it. No mortarbunker, no flakbunker and till lategame, the bunkers will cost the WH player too much ammo to really spam them.
But for some others, it is now the first time they are on the receiving end. I guess the bible said something about it
"Yea, though I walk through the valley of the shadow of death, I will fear no coastal guard BG, because i defeated already so many british simcitys in that valley"
You're still missing an important point. I've been playing CoH since version 1 as well, and when UKF built sim city it was, more often than not, decimated by Axis arty as you pointed out. That usually spelled the end of the UKF player. This is different. CD bunkers go up faster, are more numerous, and Allies only seem to get significant arty (mortars don't count in this case) in the mid to late game. Plenty of time for Axis to get even more ramped up. So no, your comparison is not accurate. |
Honestly, I had no idea CD doesn't have to pay popcap for bunkers. That just makes it even more astonishingly stupid. At the very least, they should have to pay popcap for bunkers. As someone else said already, no way you should be able to create 30 bunkers AND field a full army. |
Bunker should cost popcap after picking the battlegroup. Not much but enough to punish a bunkerspam in lategame. The main problem for teamgames is, if you play in a random team and the enemy goes for bunkerspam - as soon as someone fails to pressure there and the enemy is able to build up his bunkerspam, this VP will be a huge problem to get back in lategame with all the atbunker/mg covering each other + additional units.
Than its basically gg no matter how hard or good you played in your area. You dont bring this bunkerline to fall which doesnt cost popcap, which are cheap as fuck in lategame and even if you dominated your part of the map and have a larger tankforce. You switch north and just face 2x p4 and 5x atbunker covered with mgbunker.
But this only exist if someone really just chills and let the WH player do what he wants and build his stuff.
well yeah, and now you're talking about maintaining 100% constant pressure, to the exclusion of anything else. Taking your eyes off that for one moment, to help a partner, etc...means that now you can forget that VP. It's lost to you. Trying to retake it will only hasten your loss, as you will lose everything you throw at it.
A little popcap cost for the bunkerspam could not hurt, it should not be possible to have theoretical 20 - 30 bunkers which fully secure a VP and still a fulle force of inf and tanks to fight for other VPs. It is just the "possible" mass of bunkers without any damage in the popcap, which is crazy.
but overall allies have so much stuff to non-stop pressureing any attempt to build up a bunkerspam.
If the pressure isnt there, than it is the same with any other strategy.
Well no, it's not the same as any other strategy. Like I said, a lack of pressure in this case means an exponential increase in difficulty to the point where it's impossible for the average player.
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Bunkers are issue only against people who can't play properly.
this is wrong, see my original post, as well as all the other ones in this thread. |
I like to think Relic has a plan. They want each faction to play different. And each faction should require a certain amount of skill.
So there should be a really easy to play faction and a really hard to play faction.
But after Coh3, I am not so sure Relic had a plan.
Yeah, easy to play shouldn't equal easy to play AND win 90% of the time in team games. Like I said, CD is so mind-boggingly ridiculous because even if one does all the right things in terms of tactics and unit production, it just. doesn't. MATTER. There's either a slow forward creep with bunkers or bunker stall into late game heavies/ armour blob. Any breach in the bunker wall is invariably met with another line of bunkers. Once you retreat from that, it will re-appear in moments like some malignant fungus. |
The entirety of the game sums up to no talent. The amount of micro mechanics (skill expression) that have been removed/nerfed. The ability to distance yourself from less skilled players is dramatically more difficult.
I would have to agree. I'm also tired of hearing, "well, if X is so easy to play and Y is harder, then why don't you just play X?" Because I like a challenge and I like to be rewarded for improving ! |
That this doctrine was created for a game that purports to encourage the use of micro, cover, garrisoning, arcs of fire, combat arms, etc.. is indefensible. In fact, when faced with this coastal defense nonsense, one becomes momentarily speechless in trying to describe how absolutely goddamn ludicrous it is. Yes, it can be beaten, but doing so becomes so grueling, grinding , and tedious that it robs one of any enjoyment whatsoever.
I'm honestly at the point where I just quit if someone plays this. I'd rather find a more enjoyable game where players are more creative with their gameplay. |