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Commander Tiers

4 May 2015, 03:35 AM
#22
avatar of van Voort
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jump backJump back to quoted post3 May 2015, 18:07 PMkamk
You tier commanders on their potential, fine, but across the board from 1v1 to 4v4, AND comp stomp?

Besides having 7 Tiers might be way too much and gives a wrong impression on plenty of commanders.

I don't think your current way is a good idea, at all.


Noted.

However:

We are painting in somewhat broad strokes here to make it as accessible and widely applicable as possible

It also needs to be a living document, so needs to be simple to be updated

4 May 2015, 03:42 AM
#23
avatar of van Voort
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Encouraging newbies to try the same boring 2 years old strats?


I know you've been banned again, but I feel your answer is somewhat unjust:


We've shown consistent willingness to produce content covering all Commanders at all levels.


That said, players starting from scratch would be helped by having a quick guide to what is "in"


The original thread that pushed the creation of this list is here:

http://www.coh2.org/topic/33573/commanders--an-overwhelming-amount-of-options.
4 May 2015, 03:44 AM
#24
avatar of van Voort
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Where are the lovely Partisans at?


Lost in my BB Code shuffle it seems.

Personally I would put them at T4
4 May 2015, 03:45 AM
#25
avatar of van Voort
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For the most part I agree with choices and I like the reasoning behind them. Narrowing your question to 1v1 games would have made this list easier to make and more credible.


Thank you.

We wanted this as general as possible, it would have been rather different if focused on 1v1 only
4 May 2015, 03:51 AM
#26
avatar of van Voort
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jump backJump back to quoted post3 May 2015, 17:36 PMGiaA
Fortificatins T1 and Luft T3 ? Elite Troops T2 ? Stug E Doc only T2 ?


T2 is still pretty good, you think elite troops should be higher or lower?

Tiger Ace is still formidable enough that you have to be get ready to counter it and vetted mortars are very dangerous.


Mech Assault is T1 in 1v1, but drops off in larger games
4 May 2015, 05:45 AM
#27
avatar of DakkaIsMagic

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Lost in my BB Code shuffle it seems.

Personally I would put them at T4


Harsh but.. Hey its your guide.
4 May 2015, 05:45 AM
#28
avatar of Highfiveeeee

Posts: 1740

Where are the lovely Partisans at?


Tier 7 - Commanders to troll yourself and your beloved mates :snfPeter:
4 May 2015, 05:47 AM
#29
avatar of DakkaIsMagic

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Tier 7 - Commanders to troll yourself and your beloved mates :snfPeter:


Oh common, you act like there bad. :snfAmi:
4 May 2015, 06:12 AM
#30
avatar of van Voort
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Well they aren't a 'Core' choice, which I think should be the benchmark for T3.

So probably high Tier 4.
4 May 2015, 07:56 AM
#31
avatar of Blackart

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I think you should use full commander names like "Soviet Shock Army" not "Shock" in a professional guide and also add portraits of the commanders with abilities like here: http://commanders.coh.fi/index.php. Would be nice.
4 May 2015, 08:02 AM
#32
avatar of kamk
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Noted.

However:

We are painting in somewhat broad strokes here to make it as accessible and widely applicable as possible

It also needs to be a living document, so needs to be simple to be updated


I know, and this is where a smaller system would be easier to understand and give a more proper impression about potential commander strength, maybe with a color coding about potential being better in synergy, or like worse if played improperly.

AI bashes i would leave out completely btw.

just my 2 cents.
4 May 2015, 11:58 AM
#33
avatar of GiaA

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T2 is still pretty good, you think elite troops should be higher or lower?

Tiger Ace is still formidable enough that you have to be get ready to counter it and vetted mortars are very dangerous.


Mech Assault is T1 in 1v1, but drops off in larger games


I must admit that after seeing Luvnest vs Vindicare yesterday I feel like I might have been wrong. I initially thought that Elite troops at T2 is too high. I still think that Fortifications is overrated tho.
4 May 2015, 13:27 PM
#34
avatar of |)irty }{@rry

Posts: 39

Now all we need is a guide pairing up commanders for counter picking. ...
4 May 2015, 14:50 PM
#35
avatar of Samson

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Hey guys, I think this is a well written guide. Mostly I agree with all your assesments. But I have one thing. I think Luftwaffen doctrine is a very good anti-inf doctrine. If you think about the issue with the nerfed obers, which also have to pay for their MG34 now, Fallschirmjagers are a good choice now.

I dont see any allied infantry which comes close to them if they are well placed and in cover. Their low health is a problem, but you can screen them with volks which also shouldnt have problems to counter tanks, because the munition you would otherwise spend on MG34 for Obers can be used for shreck.

The last ability, air assault, is good if you got lots of munition saved - its the only ability which gives you a squad for munition.

So far so good, just some theoretical thoughts which might be useless if RNG wipes Fallschrims and you get mad.

4 May 2015, 18:09 PM
#36
avatar of Reckreation_

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Very nice guide/post! I do agree in most cases. Good job guys! :D
4 May 2015, 18:28 PM
#37
avatar of elchino7
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OKW
-I'll move up Luftwaffe to T2 (specially after Ober nerf) and Scavenge to T3 or leave it at T2.

-I'll say OKW doesn't really have a T1 commander on 1v1 (TBH i'm out of touch here)

OH
-Blitzkrieg at T3

SU
-Mechanized Support at T2
4 May 2015, 19:25 PM
#38
avatar of Rooster Illusion

Posts: 28

Do you guys see Armored Assault being used a lot? Or is it only especially effective versus certain kinds of play styles and other commanders?
4 May 2015, 20:49 PM
#39
avatar of van Voort
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I don't see Armoured Assault being played a lot, but I think that's principally because the main reason to take it is the tanks, and the tanks are available in Shock Rifle and Guard Motor which are the two best Soviet doctrines and give you lots of other good stuff besides.

Armoured Assault also suffers a bit from having the CP for the T34/85 raised to 10, at one point it was 9 - which meant there was a some sort of choice between T34/85 now or waiting 2CP to get them at 11. With them now only 1CP apart there is not so much of a choice.


However, if Shock Rifle didn't exist, it would be the only commander with IS2s and would see a lot of use even if it is not as good
5 May 2015, 00:29 AM
#40
avatar of braciszek

Posts: 2053

Soviet Windustry was pretty tier 0 at release.

4 minute T-70's :P
5 May 2015, 03:35 AM
#41
avatar of turbotortoise

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Lenny did an NKVD guide...

Mobile Defence is more of a 1v1 only doc, there is enough fuel floating around large games and to allow such fast teching that Pumas at CP6 are somewhat underwhelming as a capstone ability


Hahaha, as well as Hans' fortified armour and bosstruppen, just trying to poke fun. ;)

i liked how lenny's guide was still under the pretense of NKVD being a sideshow. it was a great and creative attempt to legitimize it, i think.
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