Solution to late game madness?
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thoughts?
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I think the general agreement is there way too much resources flying around anyway
If you were talking about artillery in its many many MANY forms I would agree with you. The artillery action in each game needs to be cut in half at least IMO.
What you should do is invest more in infantry and keep your opponent cut off from fuel. Have a scout car or halftrack with a flame unit to run around and destroy the fuel points the german player builds. Smart management of your own units will go along way too. I usually have some vet 2/3 conscripts with AT nades on top of 3 - 4 T34 or Su-85 tanks and a field gun by the time a tiger comes out. If your unit preservation and map control has been decent through out the game, you should have plenty of combined arms power to take down the tiger.
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On countering tigers with soviets i ve found that the t34 ram can give you a great advantage but to finish the enemy supertank you really need one of your own supertanks otherwise it takes so long that your opponent will come to the rescue . In team games IMO 1 of the soviets should go for t34 spam
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I think it would be good to increase the damage of at nades and paks. The way it is now they are pretty useless in the lategame and you can't play any other docs except those two...
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As German, without T-34 to disable the "soviet Tiger", what are you supposed to do?
At the moment, the guy with the heavy tank commander wins the game
Posts: 104
I just had the inverse experience. Was playing germans and took the MortarHT commander. I'm in the enemy base with flammenwerfer HT and a Panther, with the entire map capped, when suddenly an IS-2 rolls out and demolishes everything. I built more Panthers and Paks, but nothing could stop it
As German, without T-34 to disable the "soviet Tiger", what are you supposed to do?
At the moment, the guy with the heavy tank commander wins the game
^this
The reason everyone goes for the IS-2, ISU, or Tiger doctrines is because these doctrinal tanks are too powerful lategame for anything else to really deal with it. Soviets can use T-34s to ram Tigers, while Germans can get out an Elefant (although significantly more expensive and still not as useful as T-34 ram against a singe heavy tank), but if you play safe and support the tank with infantry and weapon teams, it's almost impossible to beat.
In 1v1 this isn't as much of an issue, because you can beat your opponent before either player has enough CPs, fuel, and MP for a heavy tank. In 2v2 and up, doctrines like Jaeger Infantry and the HTD/PPsH Conscript doctrine are significantly worse, since players of similar skill will likely be able to hold on until the lategame when heavy tanks can come out.
Keep in mind that heavy tanks require an extreme amount of fuel and MP, so it's certainly possible to prepare enough AT to deal with heavy tanks. Issue with this is preparing early AT reduces your manpower income by a lot without actually helping you hold territory against infantry, so unless you know when the heavy tank is coming out, preempting the opponent's unit construction can be incredibly detrimental.
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In all seriousness, we can't yet judge it. Balance has not been polished, and we don't know if other big tanks will be in the game. For all we know, there's a jagd or a king tiger, as well.
Regardless of this, I HATE the T34's ram ability. Its the closest thing to an I-win button in CoH2. You leave the enemy tank defenseless, while crippling your mobility. Personally, I think the viability of the ram ability vs heavier tanks should be reduced.
That said, I think buffing German tanks in favor of their increased cost is a mistake. Back in vCoH's early days, german tanks were simply never used, no matter how powerful, because their cost was prohibitive.
The solution lies in improving the synergy of combined arms to win engagements. Right now, shreks are not viable because of how damn expensive they are. In vCoH, shreks were your only real infantry AT solution, but it was useful because Allied armor was fragile. In CoH2, you've got armor that's almost as heavy as the Axis.
Posts: 371
>>>PROPOSED SOLUTION<<<
In all seriousness, we can't yet judge it. Balance has not been polished, and we don't know if other big tanks will be in the game. For all we know, there's a jagd or a king tiger, as well.
Regardless of this, I HATE the T34's ram ability. Its the closest thing to an I-win button in CoH2. You leave the enemy tank defenseless, while crippling your mobility. Personally, I think the viability of the ram ability vs heavier tanks should be reduced.
That said, I think buffing German tanks in favor of their increased cost is a mistake. Back in vCoH's early days, german tanks were simply never used, no matter how powerful, because their cost was prohibitive.
The solution lies in improving the synergy of combined arms to win engagements. Right now, shreks are not viable because of how damn expensive they are. In vCoH, shreks were your only real infantry AT solution, but it was useful because Allied armor was fragile. In CoH2, you've got armor that's almost as heavy as the Axis.
Last time i played ram could be stoped with a faust so its not that OP and actually forces some combined arms play
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