Now this is mostly to balance out Axis in team games but in order to remain consistent the Soviet fuel drop should be applied here as well. Unfair vetting and income redistribution is not balanced. In this case more so for the Axis (because they have more abilities and because of the factions themselves). Call in abilities should only be allowed to be used on or picked up by the player who used it. Balance of a commander is designed for itself, an example is the Opel fuel truck was balanced in 1v1s but not in team games because the player had trade offs.
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Every unit should be able to buy their weapons back, but for some reason there is still some units that can and others cannot.
Relic please either take the re buy back option away from every unit, or give it to all of them. There is no reason for it not to be standardized |
Well I am not sure it is the new buildings, To the extent of my knowing buildings always have a very small chance to instantly collapse from grenades.
However whether this is the case or its the new buildings, it is still really silly to see a full health building collapse from one grenade |
To be fair the Sturmtiger better fucking well wipe a squad that isn't actively trying to avoid it. It only takes 4 seconds to fire and a minute to reload.
It is well fine it wipes whatever it hits, my point with this one is that the infantry grouping is to blame, the units not. Before infantry would spread out, many times even outside of cover. The new change makes infantry prone to getting in cover correctly, but that means the bunch more so your shell will have a much better chance of wiping (or in this case more models are clumped to be effected) |
Guess what, Axis explosives wipe just as well. New cover system has effected everyone, it just appears to have been worse for Axis because Soviets have always relied upon such units to beat superior units. Hence the wide reliance on weapons teams, mines, demos, Zis barrage, and other high explosive attacks.
Here is a list of Axis units doing the same:
StugE
P4
mortar
rifle grenades
pgren bundle grenades
assault gren grenades
mortar halftrack
brumbar
Panzerwerfer
stuka fuss
infantry support gun
TigerI
sturm tiger
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there solution lies in preference. You could go less lmg42 upgrade heavy and put those munitions elsewhere, just know you have to rely on a combination of units more so than before to do the task at hand. While pgrens can move and fire effectively, they are expensive to reinforce or replace and just like all infantry after the patch, they are more readily wiped by explosive fire. Of course the new cover system does show you were your models will go while you have them selected and are about to give the command.
Pay attention to where the models are going, if you put them in green cover behind a single tractor, they have a much higher chance of being wiped, just like before with craters where the whole squad would hop into the same hole |
Does anyone else think the majority of the maps are pretty average at best? Personally I think the CoH1 maps were far more interesting on the whole.
In the current 1v1 rotation, the only maps I genuinely enjoy are:
-Langres
-Faymonville
-Road To Kharkov
-Semois (both)
There are some 'ok' ones like Minsk Pocket & La Gleize but others like Kholodny (both), Stalingrad and Crossing in The Woods are like pulling teeth.
But overall I don't feel they are as interesting as the best CoH1 maps (besides Langres & Semois obviously) like Angoville, Wrecked Train & Sturzdorf. Other good ones include Beaux Lowlands, Duclair and Flooded Plains.
Complaints:
-Stalingrad, speaks for itself, it's like if Ruins of Rouen had a retarded kid.
-Crossing in the Woods, it's just plain boring and the water at the VPs is just a pain in the ass.
-Kholodny, it's just so uninspiring, the whole hedge thing has been done 1 million times now in CoH and this one doesn't do it well, and the lack of proper open areas just makes it even worse.
-Minsk Pocket, just a camp fest and too narrow, but not awful.
-La Gleize Breakout, possibly the laziest map ever, but I guess it's still fairly interesting so not too bad.
personally I think the new Staligrad is playable for both sides and it forces a different play style. I'm not sure how you find the Break out map dull, it is a fine mix of Urban and rural area to vary tactics on it |
Dealing with Obers is not about direct fire power. Obers with their massive dps and recived accuracy plus vet abilities make throwing infantry, the bulk of your force pretty much useless. There is a combination of things that you have to do, depending on what faction you play:
Soviets
Mines are literally your best friend here, the more mines out the better. munitions for manpower drain at 0 cost of mp yourself? yes please
suppression and mortars; these two together are a potent defense against them. Suppression massively reduces their ridiculous DPS and mortar fire will allow you to kill models without throwing your infantry at them
smoke grenades while do not directly harm obers, forces them to either wait until the smoke goes away or move out of position, all the while not firing their terrifying mg34
zis field gun barrages is a great way of killing obers if you are assaulting them, they will be sitting in cover and with the new pathing, shells are even more likely to be effective
KV-8, enough said
M5 quad upgunned will murder Obers all the while allowing you to reinforce at the front, an important fact while facing the huge drain of trying to deal with Obers
T70 is your best bet early, armored enough to take shots from the shrecks or reketenwerfer and fast enough to wander the map looking for them. Keep this guy in reserve for the best effect
while flamethrowers seem appealing, the only way to really make it work is by putting them in an M5. If you are using flamethrowers to deal with Obers than they are dealing a ton of damage while you try to get in effective range
For infantry your best bet is to throw shocks at them. Make sure to use your smoke grenade on approach to minimize the damage. Even though the smgs do a ton of damage at close, because the high damage of the mg34 and the vet scaling even at close range RNG will play a factor.
Guards are probably the least cost effective way to deal with the. Conscripts can at least area deny with molotovs and crit models, a ranged dual between upgraded guards and Obers will just leave you with a weaponless guard squad from them dropping all their guns
My large army composition advice is to use T2 and T3 with Shock Frontline. get out your standard force of support weapons with a con squad or so for merging and point capping. Use shocks to flank, or defend your weapons teams. Use the T3 for T34s, T70, or M5s. All of them are great for dealing with obers. The doc also gives you camo AT guns for that late game armor, the KV-8 for general infantry killing, and IS-2 for all around greatness. In addition to the synergy of the unit comp and the commander, these two allow you to have a plethora of munitions for incendiary barrage as well as putting mines down everywhere, both crucial to cost effectively trading with OKW late game infantry. |
This tank will be fine once it costs fuel. Currently like blitz it is a get out of jail free card or a salt on the wound. Basically you can dominate the Ostheer player all game and even if he has not a whole lot of map control, he can still field tanks and then float manpower to call in the beast. On the other hand you can be loosing and trying to come back. Normally there is a limit based off of fuel income on the number of tanks at a certain time but with the Tiger ace they can just float manpower for 2 minutes and call it in.
It is totally fine being a monster of a tank, it is after all a tiger ace. However it is not ok that it cheats the resource system that balances out unit composition. There is a reason Industry and Opel blitz trucks got nerfed pretty hard, That is because anything that radically changes the incomes of a player throws balance way off |
Quite reasonable, will keep in mind.
Poll time:
What to do with vehicle death crits?
Currently the situation for (the vast majority of) vehicles is that a shot that brings the unit down to 0 health has these probabilities:
55% chance outright destroy
20% chance out of control
10% main gun destroyed
10% engine damage REAR ARMOR HITS ONLY
5% abandon
Due to the engine damage issue, it effectively is slightly harder to kill a vehicle when firing at its rear because the chance of the death crits will be slightly lower.
So anyway, what do you think should be done to these values? Conditionals can be attached to the crits to an extent, like "abandon, only if has crit x"
Honestly I think the idea of death crits is kind of silly. If a tank has next to no hull integrity left and you hit it, the, there should not be 20% chance of some thing else happening. I would say half the percentage for the main gun, engine damage, and abandon, and put that into out right destroy |