How do 270 Rifles with 27 reinforcing, and ultra-high upkeep, being cheap?
6 man rifles were cheaper than 5 man Volks. That's pretty cheap.
I wish Rifles in this game cost standard 240 with 6 men, with greatly reduced long range dps.
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How do 270 Rifles with 27 reinforcing, and ultra-high upkeep, being cheap?
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6 man rifles were cheaper than 5 man Volks. That's pretty cheap.
I wish Rifles in this game cost standard 240 with 6 men, with greatly reduced long range dps.
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No true Scotsman, we are discussing price and how it relates to flanking 3 man hmg teams supported by Volks. And rifles were the cheapest basic infantry besides panzgrens. (Right?)
MGs not being able to cap probably helped balance too along with rifles high cap rate.
Sure upkeep is a lot but it's not relevant at all to the issue at hand, hmgs ruining USF early game for some. (I don't mind the changes other than mg42 deserving to be 280 mp.)
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1) Starting price is irrelevant in COH1 because each unit have their upkeep.
When the moment US can sustain 2 Engi, 4 Rifles, Wehr can have 2 Pios, 2 Volks, 1-2 MG, Sniper, and even more. Wehr units are having very low upkeep and they are constantly having surplus, if you play them right.
2) There were working heavy MG build in Wehr.
3) In COH1 it is IN FACT easier to defend flanks thanks to mines, MP40, bunkers, FTFL, etc.
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But less map control. It has never been a problem to sustain 2xE, 4xR 1xRanger or 1xPara if you use them properly without bleeding hard. You had 3/4 of the map to compensate your upkeep and as reward real option to shutdown his own resource income and popcap (This is exactly why the system has been changed). The problem for the US has always be the transition into the motor pool/tank depot, BARS first or motor pool first. And of course, unless being newbie, you always build your SY as soon as possible, same if you went airborn and skip the motorpool.
Flanking was easier in Coh1 because you had more tools and Mgs were weaker.
1- HMG More expensive, only 3 guys and by the way less durable. And the arc of fire were shorter and pio didn't give you extra vision range
2- Volks weaker a mid range and you had to decide to upgrade them to make them short range or leave them as they were until building a bunker and starting gren zombie spam. they were cheap to reinforce but cost only 10mp less to build and didn't scale at all late game.
3- Engi beating pio 80% of the time, not like pio beating RE 120% of the time.
4- Engi having flammer. In fact many flank was performed by your Engies + rifles
5- Werhm mine were strong but not denying a super large area like in COH2
5- M8 was 10x stronger than the actual M20
6- BARs upgrade was global and volks didn't scale at all. So as Axis you were force into teching to get grenadiers, you hadn't access to LMG in your basic units. LMG was far more expensive because the ammo income reduce, in many years playing Coh1, I have never see anybody able to build LMG on any of his grenadiers in 1vs1, unlike in coh2.
7- Atgun more effective
8- halftrack could reinforce in the frontline and wasn't that pain to micro like the ambulance is.
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1) Bike or schrimm, and it has pushing too
2) Volks being weak? I have no idea what are you talking about, just played 5 1v1 games this morning to be sure
3) Who wins, depends on skill and positioning, same as Volks vs Rifles
4) Are you talking S-mine? Shit, it has sign, for the love of God
5) The teching is difference, compare M8 to current Stuart please
6) BARS, yes. Volks NEVER means to scale well, but they are fine. They are always zombie food for free Grens
7) NO, COH1 57mm is even easier to counter
8) You have HT too, but it is irrevalent
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The ironic thing is the mg buff has actually resulted in an increase in USF infantry spam.
I am not sure if it has to do with the Stuart buff or if people feel it is easier to flank with 4 or 5 rifles plus LT.
Maybe more squads allow for a greater capping presence.
1v1 perspective.
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Surprise, surprise after 2 weeks of adaption 2vs2 winrates on coh2chart.com show that 2vs2 is the most balanced game mode at the moment. It probably was really just a matter of sorting rank inflated players out.
Wonder what happens after Guard Motor gets nerfed.
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Given tier changes that will make it finally in?
Other doctrines will get second wind for soviets, allowing for much more diverse playstyle as call-in armor dependency won't be such huge issue anymore. Call-in infantry dependency will remain a problem though.
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Decent players won't have a problem, I just think about all those Molo style players. That use guard motor in 80 % of their games.
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Well, sucks to be them then. Molo will have to learn 2nd BO in 2 years? What a tragedy!
If penals were to become a proper infantry(just slap them 280-290 mp cost and performance similar to pfussies/rifles) and maxim gets its fixes, soviet stock units should be in good enough shape to finally open some freedom in doctrine choices after tech changes.
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Thats because pfuss have excellent scaling, great upgrade and rifle AT nade as well as infantry flares and nades.
Penals lack most of their utility, they would simply be a squad that actually can fight from green cover on long range, while still being best at mid/short and would be competely helpless vs armor, so AT support would still be needed.
I can't see a single negative side to making penals that way outside of annual QQ fest about another soviet stock unit suddenly being able to fight something cost effectively.
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