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Company of Heroes 2 - Page 14

Forum Index > General Games
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Mannerheim
Profile Joined April 2007
766 Posts
April 08 2013 17:00 GMT
#261
The only thing I "hate" about the game right now is mortars, they're so obviously overpowered and suck the fun out of the game. Setting up any kind of defensive lines is pointless as mortars simply obliterate them with extreme accuracy, damage and range.
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
April 08 2013 17:10 GMT
#262
On April 09 2013 02:00 Mannerheim wrote:
The only thing I "hate" about the game right now is mortars, they're so obviously overpowered and suck the fun out of the game. Setting up any kind of defensive lines is pointless as mortars simply obliterate them with extreme accuracy, damage and range.


You can hear mortars (I hope you're playing with sound). Essentially you want to move your emplacements when you hear mortar fire. Setting up defensive lines that would be impossible to break would make the game extremely boring.
I'll always be your shadow and veil your eyes from states of ain soph aur.
Mannerheim
Profile Joined April 2007
766 Posts
Last Edited: 2013-04-08 17:27:57
April 08 2013 17:19 GMT
#263
Moving away doesn't help much as the mortar projectiles will hit moving units with the same efficiency as stationary ones (unlike in CoH1 where they had a chance to miss against moving targets). This, combined with their massive damage and high rate of fire, means the only way to avoid getting killed is to run all the way back to your base. And all of this comes from a cheap low-tier unit.

Read the thread "The Problem With Mortars, Stats Based Explanation" on the beta forums, sums up really well why they're OP.
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
April 08 2013 17:52 GMT
#264
I dont know, I havn't had much problem with mortars, have only played some 20+ games but some against pretty good players. At first I though they were imba, but if you keep mobile and spread out I havnt had much problem with it.
I play germans mainly though, and they tend to be abit better defensivly.

To counter a mortar/artillery heavy (soviet) opponent heres what I do:

1. Counter-barrage and then reposition! I usually keep one defensive mortar team behind the lines to react to any push/bombardment
2. When you hear mortar/artillery, simply reposition previously static defensive units that were targeted temporarily
3. NEVER keep one big fat defensive position; spread out defensive units along the entire map for vision and then have mech and armor in reserve to react to any soviet push. A quick halftrack-flamer + scout car or even a stug if you can afford will do wonders
4. Sneak scout cars to blast them from behind; dosn't really work on pripyat, but on the snow map it actually works wonders to snipe soviet mortar teams and katushyas

On pripyat, spawning in the west spot, you can really zone-of the east area at the water-crossing at the right-edge of the map by placing one bunker with MG42 upgrade and anti-tank mines + some barbed wire to free up manpower, and it would require a real dedicated effort by the soviet to punch through... although its really one of the few areas where static defense is viable, I agree it's a little weak but not impossible to pull off.


The only issue I have with the game is that flame weapons are absurd against infantry and most soviet infantry can access either flamers or molotovs easily. I guess its not THAT much of an issue since germany can get cheap engineers with flamers and the godly flamer halftracks, so both sides really have access to flamers, but its so boring infantry is simply worthless against any flamer weapons.
For example trying to strategically place long-range grenadiers is really worthless since they will be charged in seconds.

Also, imo the soviet commanders are better than the german counterparts, especially when it comes to the early powers.
England will fight to the last American
Soap
Profile Blog Joined April 2010
Brazil1546 Posts
April 08 2013 17:52 GMT
#265
Axis vs allies doesn't make CoH stale, the game that emphasizes "strategy" (that is, build orders, timings, hand speed) is StarCraft. CoH requires you to think and pay attention.
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
Last Edited: 2013-04-08 18:28:43
April 08 2013 18:02 GMT
#266
On April 09 2013 02:19 Mannerheim wrote:
Moving away doesn't help much as the mortar projectiles will hit moving units with the same efficiency as stationary ones (unlike in CoH1 where they had a chance to miss against moving targets). This, combined with their massive damage and high rate of fire, means the only way to avoid getting killed is to run all the way back to your base. And all of this comes from a cheap low-tier unit.

Read the thread "The Problem With Mortars, Stats Based Explanation" on the beta forums, sums up really well why they're OP.


You have the wrong mindset. Learn to micro and deal with them instead of complaining about how OP they are and retreating to your base.

Units that do massive damage tend to be very expensive, weak defensively, or very easy to dodge. Mortars fall into the weak and easy to dodge categories.
I'll always be your shadow and veil your eyes from states of ain soph aur.
Mannerheim
Profile Joined April 2007
766 Posts
Last Edited: 2013-04-08 18:11:03
April 08 2013 18:07 GMT
#267
On April 09 2013 02:52 KaiserJohan wrote:
I dont know, I havn't had much problem with mortars, have only played some 20+ games but some against pretty good players. At first I though they were imba, but if you keep mobile and spread out I havnt had much problem with it.
I play germans mainly though, and they tend to be abit better defensivly.


I know they can be countered by moving a lot, but that's not the point. Such a small amount of such low tier units shouldn't be able to dictate how the game plays, as mortars currently do. It feels like the option to play defensively isn't even available, as mortars just make it so inefficient.

Again, read this: http://forums.sega.com/showthread.php?478392-The-Problem-With-Mortars-Stats-Based-Explanation
Penecks
Profile Joined August 2010
United States600 Posts
April 08 2013 18:13 GMT
#268
Yeah I did notice mortars seemed to be more powerful than CoH1, and MGs a little less so I believe? The suppression isn't quite as pronounced, and various infantry have abilities to counter it.

Also what is the point of the random 5%, 2%, etc. "bonuses" you can unlock, I mean I guess in the end everyone gets the same bonuses once you reach max level, but it is still pretty dodgy to me. They should have done it like HotS and given camos or achievements or whatever for leveling, instead of actual gameplay changes. I think there is one that increases the damage of the engineer unit by 5%, which can just plain leave one player at an early game disadvantage for no reason.
straight poppin
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
Last Edited: 2013-04-08 19:38:09
April 08 2013 18:47 GMT
#269
After reading that thread I am very happy with the changes. Now we can actually spike squads with explosives instead of them running through explosives because they're retreating. The only issue seems to be that mortars are using the wrong damage table. I guess doing double damage is a bit of a problem :0

Killing one model instead of damaging the entire squad also seems preferable as long as German can still reinforce from half-track.
I'll always be your shadow and veil your eyes from states of ain soph aur.
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
April 08 2013 19:02 GMT
#270
On April 09 2013 03:07 Mannerheim wrote:
Show nested quote +
On April 09 2013 02:52 KaiserJohan wrote:
I dont know, I havn't had much problem with mortars, have only played some 20+ games but some against pretty good players. At first I though they were imba, but if you keep mobile and spread out I havnt had much problem with it.
I play germans mainly though, and they tend to be abit better defensivly.


I know they can be countered by moving a lot, but that's not the point. Such a small amount of such low tier units shouldn't be able to dictate how the game plays, as mortars currently do. It feels like the option to play defensively isn't even available, as mortars just make it so inefficient.

Again, read this: http://forums.sega.com/showthread.php?478392-The-Problem-With-Mortars-Stats-Based-Explanation


Ok, after reading that, I am convinced it definitely needs some changing. Hopefully Relic will pay some attention to it
England will fight to the last American
Disregard
Profile Blog Joined March 2007
China10252 Posts
April 08 2013 22:05 GMT
#271
Well at least I'm not the only one noticing that mortars are ridiculously op
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
Last Edited: 2013-04-10 11:33:43
April 08 2013 22:30 GMT
#272
nvm
Neosteel Enthusiast
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
April 09 2013 03:46 GMT
#273
The game seems to be based around extremely tight reactions and precise micro now. Squads melt in seconds to a variety of things; mortars, flamers, grenades. You really have to be careful about where your units are and the game really makes it easy to punish people who aren't. You can lose squads very easily compared to the first game I think (either a lot more damage output from squads or less life or both). Still debating on whether or not I like this or not. It is very easy to dominate somebody who doesn't know what they're doing now, but at the same time it makes the game extremely volatile where a small mistake is going to cost you a huge amount that might be unrecoverable.

Well used mortars have always been annoying; doesn't make them overpowered when they're used properly. People losing to mass mortars is just bad play on your part.
I'll always be your shadow and veil your eyes from states of ain soph aur.
MotherOfRunes
Profile Joined December 2010
Germany2862 Posts
Last Edited: 2013-04-09 09:30:11
April 09 2013 09:29 GMT
#274
On April 09 2013 07:05 Disregard wrote:
Well at least I'm not the only one noticing that mortars are ridiculously op

they are strong but not op....its not the mortars fault that you arent able to handle em...there are many ways to handle those fuckers
"Your Razor sucks!" -Kuroky's Dad
Mannerheim
Profile Joined April 2007
766 Posts
April 09 2013 20:35 GMT
#275
New beta patch is out with mortar and flamethrower nerfs, i.e. everything I was hoping for. Good times.
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
Last Edited: 2013-04-09 20:43:50
April 09 2013 20:37 GMT
#276
Nevermind found em here

They both still look lethal when they hit things so I doubt much will change. I suppose mortars won't take out as many members of your squad now most likely.
I'll always be your shadow and veil your eyes from states of ain soph aur.
Soulstice
Profile Joined December 2011
United States288 Posts
Last Edited: 2013-04-09 21:11:41
April 09 2013 21:11 GMT
#277
On April 10 2013 05:37 Blitzkrieg0 wrote:
Nevermind found em here

They both still look lethal when they hit things so I doubt much will change. I suppose mortars won't take out as many members of your squad now most likely.

Am i the only one who cant view the link? It says "Your administrator has required a password to access this forum. Please enter this password now." ...?
Living the liefe
FliedLice
Profile Blog Joined April 2010
Germany7494 Posts
April 09 2013 21:13 GMT
#278
well it's the closed beta forum, you'll find the password in the main menu of CoH2
Kevmeister @ Dota2
L3gendary
Profile Joined October 2010
Canada1470 Posts
April 09 2013 21:38 GMT
#279
I'm thinking of getting this. Can someone answer a few questions for me before I do?
1. How big is the download (lol canadian internet)
2. What are all the "unlock-to-win" elements (like the generals what do they do) and how much do u need to play to unlock them all, and how much of an impact do they make on the gameplay? I really hope it's all minimal.
3. How do the graphics compare to original.
4. What's the average game length between good players.
5. If any can post a full tech tree image or something if it exists tht would be awesome.
Watching Jaedong play purifies my eyes. -Coach Ju Hoon
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
April 09 2013 21:59 GMT
#280
The download is 6 gigs. Not sure how to answer any of your other questions besides saying it is too early to tell.
I'll always be your shadow and veil your eyes from states of ain soph aur.
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