Unfortunately, there are even bigger issues here they need to pay attention to. Relic knows the casual player base of 3v3 and 4v4 "for fun" people, is huge.
As I see it, Soviet is now unplayable in 3v3 and 4v4 even WITH a strafe patch.
To have a chance of winning, Soviets must do far more coordination as a team than Ostheer does. This is because of how the teching system is designed. Ostheer always has a choice of support or infantry units early game, except for the oddball who skips T1 (a much rarer strat now) and thus any player can field units to counter the enemy.
This is not the case for Soviets. Some need to field support weapons, some need to use M3s and snipers to combat the German early game. This degree of coordination is not going to be found among casual players randomly playing 4v4. But it's the only way to play Soviets. It was passable before the Maxim was nerfed and the Ostheer MG given an extra crew member, which gave Soviets a strong early game presence, and if team tactics were used, nigh unbeatable by experienced teams (I happen to have one).
Maybe things will evolve so some people know to go support in certain positions, as was the case with Montargis in COH, but the game doesn't seem to make those choices obvious...
I don't want the patch reversed because I am a competitive player, and 1v1 and 2v2 are the best venues for competition. This patch has done a lot to balance the game. But I do want to see 3v3 and 4v4 remain viable.
I have only one radical suggestion...The only way to balance the game for casual, uncoordinated teams is to allow the use of both factions in automatch. I suggest automatch be reconfigured to allow for Soviet and German teams on the same side for THESE game modes only.
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Post History of sluzbenik
Thread: Comments on the July 10 Patch Notes!11 Jul 2013, 13:30 PM
In: COH2 Balance |
Thread: The Wish List10 Jul 2013, 15:36 PM
+1 more small arms damage. - Let Soviets import M10s and Shermans so we can have real tank fights involving micro instead of this standoffish, OMG where is the SU-85 BS. Well, I can dream can't I? - Do something about nade damage. The only time I know I'm gong to get a good hit is if enemy units are clumped right on top of each other, otherwise it's just totally random, sometimes you get 4 guys, sometimes you get nothing. - Fix the autotargeting on all units. Why are tanks not targeting tanks, and why don't snipers autotarget snipers? - Nerf Opel, nerf strafe. In: COH2 Balance |
Thread: Comments on the July 10 Patch Notes!10 Jul 2013, 14:21 PM
So, if we assume that the patchnotes are talking about the upgunned SC, then it means its natural enemy (the M3) will die faster (and with that a 25% chance to kill both snipers, a 6.25% chance to kill all engies and 1.56% chance to kill an entire guard squad). Oh, ok, I misunderstood the language. So the 50% chance is for an individual squad member (or model as people call them, why are they called this btw?) to die, not the entire squad? If so I retract that criticism of the change... In: COH2 Balance |
Thread: Comments on the July 10 Patch Notes!10 Jul 2013, 01:38 AM
Overall, a good start. Soviet M3A1 Halftrack • Damage from 9.9 to 10 • Far accuracy from 0.37 to 0.2 • Near cooldown duration modifier from 0.5 to 0.6 Ok, a tiny damage buff that should make little difference. But the far accuracy is not the problem. The problem is a flamer in a halftrack does immense damage from the gun up close. This is how you kill MGs before pack-up can be completed. The near cool-down change, well, maybe it'll help (what is this value anyway, seconds?). Adjusted the risk vs. reward aspect of unit garrisons within vehicles. • 50% chance for each entity inside halftrack to die when the garrisoned vehicle dies. Oh boy...This is good. But it's not what we needed. I don't want to play a crapshoot game. Units should take damage when the vehicle is destroyed, not play Schroedinger's cat. Still, a good change, as only the gamblers will be sticking snipers in clown cars anymore. I am of the school that that's the more OP use. Flamers are ok. Annoying as shit, but ok. German halftrack buffs seem well deserved. A lot of folks are adopting a strategy on the larger maps of making one even if not turned into a Burger King on wheels to reinforce. Soviet Weapon Teams • Soviet PM41 82mm Mortar Barrage shoots slower: 2 to 3.575 seconds. • Maxim HMG deals less damage: 12.9 to 9.5. • Maxim HMG setups slower: 1.375 to 1.5125 seconds. • Soviet HM-120mm Mortar shoots slower: 7 to 8.9 seconds. • Soviet HM-120mm Barrage shoots slower: 2.5 to 5.175 seconds. German Weapon Teams • German Granatewerfer 81mm mortar shoots faster: 4.5 to 2.4 seconds. • German HMGs, Mortars and AT Guns have 4 entities instead of 3. Oh boy...Thank god for the Soviet mortar nerf. That thing is ferocious and while you don't see the mortar spam in 1v1 or 2v2 much, larger games really show the power of the Soviet mortar. Great changes....But it's really going to start to feel like a different game with 4-man Axis weapon crews. It's just not COH anymore. And I think it might make the Axis MG a bit too powerful early game. Since conscript and gren small-arms fire does jack to units anymore, and flanking without flames or Molotovs is already an exercise in futility, this only seals the deal. Why, oh why, can't we go back to the small-arms fire damage tables from COH? Your MG is flanked by a vanilla rifle squad, you lost a squad member almost instantly if you didn't pack up and retreat and the whole unit was lost 10-15 seconds later. Rifles and volks fights were fast and furious and the guy with the better cover ALWAYS won (if no upgrades had been researched). That just isn't the case in this small-arms fire allergic game. I want the pace of early game COH back, as do most competitive players, and this increase in MG squad members is NOT going to help. What really needs to happen is to have the HEALTH of the Soviet squads lowered to compensate for their huge numbers! In fact, go ahead and lower the damn health of both MGs really, if this will make flanks possible and for some unknown reason, we can't just have better small-arms fire damage all around. What I and I'm sure other players resent is that we're forced to get upgrades or specialized units since flanking without a flame ability is dead. This limits our strats and simplifies the game. Ie., we could go for a fast T70/M8 but WE CAN NOT because we MUST get Molotovs or MUST get a clown car/flamer to deal with MGs, and we HAVE to faust the damn clown cars, so we can't get a fast Flamenwurfer. Don't you see how you're simplifying the game Relic? Reducing the wonderful complexity that was COH? And thereby reducing its lifespan? Everyone HAS to do the same things in competitive games. Otherwise they lose. And the number of possible strategies and gambits seems to be slowly diminishing instead of expanding! In: COH2 Balance |
Thread: Please take a look at a couple of replays?7 Jul 2013, 23:15 PM
The first one I think I just microed badly...but the second one showed a really good strat that combines basically everything OP in the Soviet arsenal, and is pretty interesting. There is really no way to counter it in time I think, especially with aggressive fuel harassment. The build was 3 Conscripts, incindiaries, AT nades, and eventually HTD and SMGs Support (2, maybe 3 Maxims) Reasonably fast T70, then extra suppression from the halftrack SU-85 Even with a mortar, constant flanking, and shreks I could not get the T70 (pak actually hit it with the pak twice but he got it away twice), and there was no way to get the Maxims down in time to get the VPs even with flanks (they just back up or retreat until some other unit comes, literally unkillable without a really lucky bundled nade), much less hold on long to my fuel. Yeah I had a flamen, eventually it got owned by the T70. A Teller took out the first SU-85 but then another hit the field, and there was jack shit I could do. I hadn't really realized how broken Soviets are until this game, the first I played where someone managed to combine every totally OP ability in one combined arms strat. https://www.dropbox.com/s/wkr2p61v174asfd/faile1.rec https://www.dropbox.com/s/pp4k88748ki9stt/fail2.rec I'm really trying to become at least adequate at 1v1...Really pretty good at 2v2. |
Thread: Nice Abuse-Free 2v2 vs. Ir0nRoman and ??7 Jul 2013, 00:20 AM
Refreshingly free of strafe, HTD, clown cars...I shan't spoil it, but er, maybe Soviets need that stuff? Kind of a pride post for me since I'm not yet at the level where I can beat most of these "known" dudes 1v1! But then again, I've always been more of a 2v2 guy. I guess Iron and I both had randoms...no idea. Whoever he was he did a number on my partner early game who rushed T2...That's high risk and not worth the reward since flamer nurfs. In: Replays |
Thread: Current balance - in pictures!5 Jul 2013, 22:39 PM
The new Maximum one is pure f-ing genius. Very imaginative... In: COH2 Balance |
Thread: Demonstration that xp level isn't the skill5 Jul 2013, 21:33 PM
No, I'm not very good at 1v1. Too old for the multitasking really, just not fast enough. But I try to play a bit sometimes to improve my play. If you have any tips or would like to review this replay to give me feedback on my mistakes, please do so. But if you're just going to be a jerk, please fuck off. In: Replays |
Thread: Clowncars are for nubs5 Jul 2013, 19:22 PM
I downloaded it 489 times by accident. In: Replays |
Thread: Hard fought game with double panthers!5 Jul 2013, 19:06 PM
Actually never did get the 2nd panther...Blitzkrieg is the bane of all SU-85s and RAM is our lord and savior. Is it a coincidence that RAM is a Hindu deity? Bye bye Vet 2 Panther. Snipers, strafe abuse, cars, you know... In: Replays |
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