Worst map issues can be fixed within a days work, fine tuning would take a little bit longer. I still wait for Relic to take actions since we provided feedback in their official thread here. I just wish they would do more symmetrical maps. |
I wouldn't mind if the multiplayer is going to be free to play. Whatever gets more people into the game. F2p RTS right now would have a big impact on the competetive scene if you ask me. |
OKW is a badly designed faction because they have no real option except a massive infantry blob, and even that infantry is all equipped exactly the same as they have no differing infantry upgrades either. Just twiddling numbers around is not going to change the fact they have no real support weapon play, and their resource income situation coupled with stupidly good AT on their base infantry makes skipping all their lighter vehicles and going straight to heavy vehicles the optimal choice in every game. From a purely design rather than gameplay point of view it also makes no sense for the late war german faction to have almost no automatic infantry weapons but have massive squads of cheap infantry rivaling the soviets.
Soviets are badly designed because without a (very specific) doctrinal choice they lack both infantry that can do anything in the late game, and vehicles that can do anything in the late game. Far better designed than the massive blobberino of OKW, but that's not high praise.
USF are a version of OKW that doesn't get any heavy tanks to hinge on in exchange for not having the weird resource situation. They too, like OKW, lack meaningful support weapon choices, leading to heavy infantry blobs, and their armor situation quickly deteriorates in the late game due to the high DPS paper armor vehicle selection coupled with the lack of infantry support at that stage of the game.
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sup Gaddafi
Gaddafi stands for high quality trolling, no stream is complete without him |
- Revisiting existing content and making adjustments (example: unit balancing, map balance, bug fixes)
- Changing core functionality of the game (example: faction design, OBS, game modes)
All the way. |
Oh please, Panzergrenadiers are probably one of the few units in this game that work as intended. You have a dedicated AI squad and you can upgrade it with 120 munitions to make it a dedicated AT squad, sacrificing pretty much all AI capabilites. Actually more units should be like that, instead of Allrounders. |
I fail to see how this match is enjoyable. Ostheer can leverage call-ins to win, USF doesn't have call-ins to leverage and thus loses despite outplaying opponent. This MU is sorely in favor of Ostheer, especially on this map, and Quentin did as well as can be expected of the faction that has NO "oh shit" I'm losing "call-in" button. If you play USF at all (granted most don't and have no idea of how pathetic they are at the higher ranks) then you would realize how frustrating this match is for Quentin. Nothing against Luvnest he is good player but this MU is utter bs if all you have to do is spam paks and call-ins to win.
And to all those naysayers who think USF is OP I offer you this - exactly why did literally nobody elect to use them in the last Tournament then if they are so OP? Pls explain THAT to me.
Well I get your point Sage. But I think this is just the result of so many outstanding issues in the game right now. My thoughts:
- Ostheer early game against USF is terrible (no one can really argue about that) which leads to
- no map controll in the early game, no fuel to tech up. People who watch my stream know that I'd like to tech up, but most of the times the circumstances just make it nearly impossible.
- Ostheer teching ist to expensive for what it does. Early on you lack fuel, and as soon as you recovered with Call ins, you lack the manpower, so you have to rely on strong T1 and T2 to stay in the game
- going for T4 was actually fun, I wish that teching was more effective to have such a tank battle in the late of the game
- Every OST and USF matchup goes like this, but you can't really do anything else as an Ostheer player. Survive the early game pressure of Riflemen, then the superior light Vehicles and then the fast sherman (due to allied map control). If you managed to stay in the game after that, then it's Ostheer's time to shine.
- I agree my munitions float was terrible: My doctrine didn't really offer any munition abilities, I had not that many grens to spend Lmgs on them and my Pios were constantly repairing. I tried to lay tellers as soon as I caught a break
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I wonder why not more players have perceived this issue yet. On certain positions in maps it is almost impossible or extremely challenging to win in certain constellation (provided both players have the same skill level), such as Langreskaya Axis south/Allies north. Other maps are horrible for one special faction as Stalingrad for Ostheer or Crossing in the Woods for USF. If CoH2's maps were kind of balanced or fair I bet gameplay would be far more enjoyable than nowadays and could allow more variety in terms of strategy too since you have to choose the best doctrines in order to equal unfair conditions caused by unwise map design.
Well said Theo.
I wonder if Relic ever gonna take the advice we gave them in their own Map improvement poll. We stated the most obvious issues there like the Kharkov cutoff on the left side. I bet some of these changes could be implemented with the map editor within a day's work. But this thread is from Nov 29, 2014 which makes me wondering a little bit. |
Maps > factions
Starting on the wrong side of a map makes a huge diffrence. That's the problem with Relic's asymmetrical maps. They are not balanced. |
lots of back and forth, exicting to watch, ~ 250 viewers enjoyed the game on stream
gg wp |