its fine ffs
Well would you look at that, another player who has only ever played axis factions believes an axis unit is "just fine."
Maybe if more people played USF of Soviets they would understand how frustrating the new MG42 is to play against these days. |
Something I've noticed when using Priests is that if you destroy a building, wipe a squad or kill a vehicle on the first 1-2 hits of the barrage, the last rounds will not fire at all. I'm relatively certain that thee priest fires 6 rounds in a single barrage, so if it happens on the first shot, you are deprived of an additional five rounds. I've seen it occur on vehicles, on infantry, as well as OKW base buildings.
I don't know why this happens, but I've also noticed that the vehicle starts to turn on its own as soon as it stops firing, usually if an enemy unit is sighted, so this might have something to do with this bug.
Really frustrating when you fire a barrage, get a really nice wipe or kill, and then it stops firing even though you might have been able to score more hits on other infantry or vehicles in the area.
Has anyone else noticed this bug aside from myself? |
At least 50% of the time BEFORE the last patch CoH2 usually crashed as soon as I clicked the "exit match" button once a match was over or someone surrendered. I accepted it and just kinda dealt with it, annoying as it was.
Now, instead of crashing when I click the button, instead it crashes as soon as I am brought to the match stats screen after a match. This is happening nearly every single match.
I don't understand. How is this game still so buggy after all this time? Not to mention all the old bugs STILL NOT FIXED like grenades NOT BEING THROWN and all the new sound issues.
This is getting ridiculous. I am so tired of the crashes. Please someone here tell me I'm not the only one experiencing this, I am about to go fucking crazy!
I'll add some information for anyone interested. I use a GTX 970, a newer high end GPU. I have zero issues with any other games except CoH2. I have no other performance issues with the game aside from the crashes.
I swear, I must send at least 2-3 bugsplat reports every single day I play CoH2. |
There's absolutely nothing wrong with grens, and they scale just fine.
I just don't see where the reasoning for this even comes from. They are the most standard, basic unit of the Ostheer. Compared to conscripts, they scale much MUCH better, come with AT, AI / Weapon Team grenades, and a LMG upgrade. Conscripts scale awful unless you choose a doctrine with ppshs.
I just don't see why anyone thinks increasing squad size is a good idea. Nevermind that it will never, ever happen. |
Same thing happening to me as well.
http://imgur.com/a/pykOT#5
pictures are related, happened in a previous match. GTX 970, drivers up to date completely, etc.
It doesn't happen every match, but every few matches it will happen, either like this, or sometimes the building textures won't load on bunkers and base buildings, and they will be pink, or the ground will be purple. |
Has anyone else been getting near relentless crashes ever since the "bug-fixing" update a few weeks ago?
I've always had to deal with the occasional crash here and there, but it used to be very rare. Now it's happening 50% of my matches, either during the match itself at a random time, or after the match has ended and I click the "quit match" button.
On the steam forums, other people are having the same issues as me. I'm not sure if its a driver issue (I have a GTX 970 with latest drivers), or if its an actual bug in the game itself.
I had problems with crashing, but not this severe, with my previous HD 6950 as well. I've verified the game cache multiple times, uninstalled, re-installed CoH2, used driver uninstaller to clean old drivers off multiple times, etc. Nothing I do is working.
As you can imagine, it's incredibly frustrating for the game to just crash randomly in the middle of a match, especially if I'm playing with friends. Can't even reliably play with others anymore because the crashing is just too random and has ruined many perfectly fine games.
No other game I've played recently on my computer has had any similar issues, so it's either CoH2 that's causing this itself, or it is my hardware, which I wouldn't rule out as a possibility, but its unlikely.
So, has anyone else here been dealing with these sort of crashes in the middle of matches, or after the match ends?
Already posted this on the steam forums, as well as the official ones as well, but those are both essentially dead, so I'm hoping more people here can confirm whether they are having the same issues. |
The point I was trying to make (as other users in this thread have pointed out) is that the truck comes out at the start of the match, and can impact the gameplay in ways that I'm pretty sure Relic never intended it to.
Regardless about your feelings about pushing for other units like SCs, HTs, etc. pushing with the sWS HT should be fixed regardless of whether other units have this "ability" removed or not as it was not intended by Relic to be a front line unit pushing around an enemies infantry to gain an advantage.
I've played about 7 matches so far, mostly 3v3 and 2v2 in which an OKW player used the sWS to push units at the very start of the match. 5 out of those 7 times I was unable to defeat the truck before it pulled back for repairs.
It can be countered if you do it right and the OKW player isn't that good at the strategy, and destroying the truck means the OKW player is very much delayed and gives the allied player a tremendous advantage for a few minutes. That said, it can be very successful in simply pushing back the allied players first units, allowing the OKW player to cap basically everything and set up defensive positions.
I think a lot of the suggestions in this thread would work. If not reduce its speed, then make it more vulnerable to small arms, or make the truck very slow while in combat. I don't think making it unable to move in combat would be a good idea, because I think that would have a lot of negative consequences such as catching an unbuilt truck off guard and being unable to retreat it. |
I know this unit has been re-balanced many times in the past, first for when it could plow through buildings and annihilate whatever was inside, and it also got some speed adjustments in the past if I recall (it was reduced).
Recently I've encountered players using the truck offensively in the start of the match. They will push it into the enemy territory at the very start, supported by pios and volks, and just push enemy units aside, allowing the sturmpios to kill them quickly and not allowing the allied players to fire back. Obviously this can be pretty risky for the OKW player, and if done right it is possible to kill the truck (for example if you get AT grenades with cons, or if you get a SC as T1 quick enough). Regardless, I think the truck needs a further speed reduction.
I don't think this is the most important balance issue with OKW obviously, but it's very frustrating to deal with as an allied player. I think the speed needs to be adjusted again, and reduced. If you watch the truck while playing OKW, it still moves considerably fast. I don't think the health or anything else needs to be adjusted, just its top speed. It's a utility / base vehicle and shouldn't have the same speed as a medium tank.
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If your opponent is spamming Panthers get AT guns and AT grenades and laugh as he tries to use a Tank Hunter to kill infantry. Seriously there is really not all that much a panther can do about massed infantry, even a large amount of Zooks will fuck it up hard if you hit somewhere other than the front armor.
A person who over extendeds with Panthers is an idiot, and you should punish him with a nice AT grenade to the rear and some ZiS love.
I always see this argument. The Panther is not a tank hunter, it is a medium tank. It has two MGs, and it can do very decent damage against infantry at close range, not with its main gun, but with the MGs.
It's very capable of fighting off infantry on its own. You do not get that capability with any soviet or allied TDs. |
This is going to be a long read guys... just bear with me.
I have many problems facing OKW against soviets. The only real luck I've had is just rushing a scout car as fast as possible, getting flames on a penal squad, and hoping to kill retreating squads with fire and the sc.
It just doesn't work very well because even if you wipe squads, they just build more volks (They only cost 235, which to me is far too cheap for what you get with them). Penals can barely handle them alone in the early game and they cost 35 more mp (Penals seriously need to come down in price around 15-20mp). Volks also get cold immunity for some reason with panzershreks, which doesn't seem like that big of an advantage, but it really is. You don't need to seek shelter of a fire, and if you forget about your troops while microing your units somewhere else, they won't die.
One thing that really infuriates me is the Schwerer Panzer HQ. Its range, its firepower, and its instant pin abilities are just broken as hell. It just ruins many maps, especially when you have multiple OKW players rushing the truck.
Another inconsistency is how easy it is for OKW players to field units far ahead of soviet players. The Flak HQ cost 200mp, 80 fuel, and the mechanized regiment is only 40 fuel. That means if the OKW player did not get a kubel, he only need spend 110 fuel for a Puma, or 130 for a luchs. Now think about it this way, a soviet player that goes t3 has to invest 140 fuel for just the building to get a counter to the luchs, then another 100 fuel for a t34 or 120 fuel for an su85. That's over ~250 fuel just to counter a OKW vehicle (mind you, the Puma can hold its own against a T-34 easily, especially when supported by a single volk shrek squad). Even the flak sd.kfz 251/17 only costs 105 fuel to fuel total, and comes out within the first few minutes of the game.
Now what other options do soviets have to counter vehicles? Guards? A shitty AT gun? AT gun is obviously the most viable, but if you went T1 it will mean an even longer delay to get vehicles for your army, and a stationary AT gun isn't much use when you have volks and sturmpios blobbing towards your only AT defense. Sure, maybe you could get conscripts with AT nades and invest 25 fuel for that, meaning you're still delayed in getting your most important buildings up, and the AT nades probably won't do anything but slow them down a little bit (if you can even get your cons in range of their vehicles that is).Even if you did for some reason go T2, the OKW player will obviously counter with an early Stuka, (only costing them 140 fuel to fuel total)
Let's also look at the basic buildings for each faction - Soviets can build 14 units total from their buildings. OKW can build 15 overall. The thing of it is, soviets NEVER build more than two buildings, while OKW almost always gets all three in the process of the match. This means soviets are more likely only going to have a variety of 8 units in a single match, vs. 12-15 for OKW. They just have an unlimited ability to counter whatever you have. Since the trucks always spawn, there's always incentive to deploy them quickly. How many of the soviet units are useless? Hmm. Su-76 is garbage in most scenarios, the T-70 is also garbage and takes too long to get out when you could just get a t-34 for 30 more fuel, the Halftrack is incredibly situational... now what about OKW? The infrared sd.kfz 251? Yeah, that's about it. Every other unit is worth building and viable sand maybe the Sturmtiger.
This also makes soviets incredibly predictable. You have two choices: T1 or T2, then T3 or T4. If you go T3 you're obviously rushing a T34 quickly. If you go T4 it's either the katyusha to deal with blobs, or a Su-85 for armor. Most of the time a katyusha won't be useful if they have a luchs or some other sort of light armor that can flank and kill it quickly, so usually su85 is build first. Mind you, an su-85 will likely be coming out right when OKW is getting ready to get a panther. If they see you have an Su-85, the most likely course of action will be to blob a group of shrek volks at it. When you FINALLY get 240 fuel to fuel something like an IS2 or ISU, you can at least square off against a panther, but you are still likely going to lose every time as the IS2 has shit accuracy and shit penetration vs. a panther.
The match up is just incredibly unbalanced in all game modes. Soviets have a very slight advantage in the beginning of the game if you can get a scout car out very fast to counter kubels and just drive their infantry off the map, but once they get shreks or god forbid a puma your strategy comes crumbling down.
The advantages are obvious, but what is to be done? Nothing. The only thing Relic can really do is essentially place a band-aid (their "balance" patches) over an open wound. Relic will do nothing as usual because they clearly have given up on this game. It will never be as big and competitive as they want it to be because they can never balance this game to the point where it's truly competitive. I still enjoy playing the game obviously, but it's always going to be flawed unless they rework the balance from the ground up. |