The More I Play Soviets the More I Like It
Posts: 879
What's not right is that Ostheer generally didn't have their skill cap increased, rather one could say the long-range DPS increases lowered it for the most part. What's difficult with Ostheer remains the same as it ever was, dealing with snipers, beating super Maxim micro, and having squads one-shotted by various stuff. So those frustrations are there, but as far as actually microing your units, it's a big yawn. If you use a lot of cars, that can get a bit fun and micro-y, but other than that it's yawn, move all stuff here, set up in cover, shoot things, faust things if they get in range, wait for some tanks to propel you to victory. It was quite the reverse of the last patch where you had to constantly dodge molotovs, be super careful with MGs (I saw someone use one today - true story!), etc.
So rather than nerfing Germans again, how about we think of some creative ways to increase the Ostheer skill cap?
Posts: 710
Posts: 2779
Post-patched Ostheer is actually quite boring to play with.
Posts: 807
Posts: 710
Wow...unbelievable. People are actually starting to wake up from "I can't win with soviets anymore" state of mind.
Well there was also one hotfix?
-EDIT- Also you refused to read the whole messages or just didn't feel like commenting to them?
Posts: 150
They feel about right actually. The increased micro requirements have made the game more challenging and serious.
What's not right is that Ostheer generally didn't have their skill cap increased, rather one could say the long-range DPS increases lowered it for the most part.
Totally agree.
It feels really good winning with soviets now.
For germans though... playing with one hand, and it's enough.
I think Relic have to change germans so they have to revolve around the HMG42 to keep soviets at range, until they have the LMG42 or G43, not needing HMG42 support anymore.
For that, imo, Relic should :
1. Reduce the grens short and middle range DPS a little bit, because if a cons squad manages to close the gap full life, it's not sure it will win the fight 1v1 vs a gren squad, and that's wrong imo.
2. Reduce the molotov range while suppressed maybe with a 0.5 multiplier (same for rifle nades btw), because it's just too easy to oorah + molotov a MG42 (and too easy to rifle nade a maxim). Totally remove the molotov while suppressed (and rifle nade) is overkill imo.
3. And maybe pushing the LMG42 to phase 2 or 3. Not sure about that though, maybe the 2 first points are enough, need to be tested. Or instead of 1 and 2, implement 2 and 3 and see how it goes.
And that's it.
Posts: 247
I love the recent changes, and I rather see the Soviets being buffed defensively and able to utilize combined arms more, than a return to the gameplay that encouraged running straight at your oponent, no matter the cover.
Posts: 4928
Half my problems with Soviet are that the faction design is severely flawed, imo. They have no vehicular mid-game, so they must hold off with AT Grenades and ZiS guns until they can get Tanks.
And thanks to their faction design, you simply can not give them said vehicles, because their buildings are literally separated by early-game and late-game, there is no middle tier to which you could add a BA-64 or something.
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Other than that loving the early-mid game
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Posts: 1355
Wow...unbelievable. People are actually starting to wake up from "I can't win with soviets anymore" state of mind.
But did you read the hole post? I guess not because you only responded to half of it (because it does not suit you?, rethorical question btw)
Posts: 50
I guess that's just the design of the Soviets but it doesn't feel right.
Posts: 1637
Its also a case of "Whats good for the goose is good for the gander". Relic implements a change that forces the Soviets into a Micro or lose situation with thier infantry and yet your Tiger Call in can LOL in front of two Zis guns.
There is no Micro requirement for what has historically been the German advantage. Why (if its acceptable for infantry) can I not micro a T34 well and defeat a Panther or a Tiger?
There are no advantages for the Soviets anymore. You are at a disadvantage with infantry and completley outclassed by AT and Armor.
I mean I too like to play the crappy factions in games for fun. It doesnt make them any less crappy.
Posts: 1944 | Subs: 2
simply by using infantry skills developed in CoH1. Much more enjoyable for me.
What specific skills are you talking about? I like how cover is now more important and the gun pacing is faster, but flanking with anything not carrying a PPSH is futile right now. In all the German games I played last night I was easily able to force a retreat on Soviet infantry before they could even move in to proper cover. The only difficult game I had was some guys that had massed Shocks and Penals and a few conscripts and pretty much used the same overwhelming human wave tactic as before. The only difference is the engagements didn't last as long and the grenades were more consistent, which is nice and all, but there is no reason to get in close range early game right now unless to flank an MG42, which almost nobody is using currently anyway.
Posts: 2561
With all the upgrades grens get for long range later there is really no need for them to have that sort of initial difference.
Posts: 1585 | Subs: 1
...but flanking with anything not carrying a PPSH is futile right now. In all the German games I played last night I was easily able to force a retreat on Soviet infantry before they could even move in to proper cover. The only difficult game I had was some guys that had massed Shocks and Penals and a few conscripts and pretty much used the same overwhelming human wave tactic as before. The only difference is the engagements didn't last as long and the grenades were more consistent, which is nice and all, but there is no reason to get in close range early game right now unless to flank an MG42, which almost nobody is using currently anyway.
I don't think this is entirely true. The current system really plays to the true sight strengths, allowing players with better map awareness to exploit gaps. Getting in close with any rifle unit still does considerable damage, not as good as PPSH's, but quite good.
Posts: 2075 | Subs: 2
For Example:
vCOH
-Volks upgraded to MP40's which changed them from long range to short range
-BAR's upgraded to Rifles changed them from short range only to all ranges
COH2
-Grens bolt action rifles are long range, upgrade to G43 or LMG and its just "longer" range now.
-Cons upgrade to PPSH, short range just became super short range. Molotovs are also super short range. But closing the gap due to high DPS super long range Gren upgrades is near impossible.
In vCOH your upgrades could change the dynamic of how you position yourself in a battle, in COH2 it just makes the long range longer and short range shorter making it more difficult to use.
Solution? Buff con rifles a bit making them win more handily short range and maybe bring the PPSH damage up a little bit for medium range. I'd say also make PPSH a global upgrade but we've beaten that horse quite dead i think.
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