After the recent changes?
Yea, they are pretty great for the cost.
Compared to irregulars or even (god forbid) Partisans? Literally anything is great.
I'd get more out of that ~200MP just building a cache and throwing molotovs. |
Meanwhile, penals, T70 and SU76 keep being neglected by Relic.
SU-76 and partisans: Worst units in the game for about a year now.
Kubels are slightly hard to use? BUFF THEM TO THE MOON, BROTHERS. |
Welcome to another episode of 'relic has no idea what to do with units that screw with the larger meta of game progression'.
It used to be simple. Static Mg's beat up infantry, but were vulnerable to flanking due to setup/tear down times and their speed being no faster than said infantry.
Hang on, brainstorm! Let's let one army have an MG that has very little setup time. And is three times as fast as infantry. And bleeds no manpower between repairs.
GEENEEUS.
No matter WHAT relic does with it, it'll be either OP or UP. If it does the job it was designed to do, it's going to fuck up the meta. If it doesn't, there's no 'other' job for it to do right now, and it'll be UP.
It's just dumb as fuck by design.
Narrower firing cones mean nothing, it's still too fast to care about having to shuffle about.
Single unit suppression means nothing, you can just manually swap between targets because suppression stays pretty much forever if you're in combat.
HP nerfs mean nothing if it retains current utility, suppressed units do jack and only need to be suppressed for a few moments to get Sturmpio-d.
It was even good before the buffs is the bit that mystified me. Sure, it died quickly, but sturmpios repair at a rate of knots and you could just cycle out a pair. More map dependent, sure, but still good. More then enough to choke out your opponent in the early game. By the time they killed the kubels you were an entire tier or two ahead of your enemy. |
Still usefull, still spamable in large quantities. L2P.
Oh boy!
For every 5 T-34/76's, my opponent will only have FOUR vastly superior PzIV! And also a PaK!
Spammable was when they were 40 fuel each. Those days are long, long gone.
Wait, Kaitiof beat me to it. |
They tried that in CoH2 Beta, and nobody liked it. It was neat at first, but then you realise RNG will decide every tank fight for you. Wanna pull out? Too bad, driver injured. One more shot to kill? Too bad, gunner injured. Gonna send in a second tank to take out that lumbering wreck before it escapes? Oh they just got crew shocked, and he got away!
That's why it was a terrible idea that the crits they had were all so bloody severe, coupled with the very high rate of fire of vehicle weapons.
Introducing light engine/track damage, optics and turret traverses, canon breeches and barrels, and crew injuries (rather than deaths. Looking at you, top gunner) that affect the vehicle in a relatively minor way would be the first step. One shot from a T34 won't do much, and a slower rate of fire means it'll still obviously lose. A dozen from three while you fight will quickly start to stack up and make the tank a much easier target.
It requires more work into vehicle mechanics that relic ever tried to bother with. What they did was just throw in 'on yeah you can just blow off engines and guns with one in every 10 shots now' |
The problem remains the lack of variety in dedicated AT and the mechanics of tank combat in CoH2.
If every tank had deflection damage and a chance, on deflection, to deal a minor crit? There would be a reason to have a T-34/76.
It could leave a PzIV hurting, rather than the current plonk fest.
There would be some reason to have cheap tanks alongside your super heavy call in tanks- their deflection damage would add up over time, and the minor crits (traverse damage, crew injuries, optics damage, whatever) would offer them some utility in helping to keep heavy tanks sensible. I don't care that you're in a tiger, 76mm steel slugs slamming into your turret and hull do fuck up the modules and hamper the crew.
As it stands, as soon as a tiger hits the field the early tanks are rendered 100% useless. Even the Stuart is of dubious usefulness.
If all tanks had more realistic reloads, but all of them had reasonable AoE, and all shells had a chance of doing something? Tank combat would actually be interesting. As it stands, it suffers heavily from being made too arcade style- much more so than even the rather jovial infantry combat.
Tech progression makes vehicles that should become support utterly obsolete.
Only hampered further by early AT options being designed to fight everything from the first medium tank to the last heavy. If there were AT options that were came alongside mediums and then later ones in general area of T4, mediums could maybe fight some AT guns with a chance of not just getting torn to shreds. Alas, no such luck. And AT guns, too, would benefit from doing more than just HP, but hitting harder when they pen, but having more chances to hit minor areas or deflect.
Just my opinion, though. I'm sure some people like starcraft lite with armour mechanics that have given birth to current call in meta. |
What's with the soviet sniper specification? Soviet snipers are arsewank compared to the german ones in every single way. Soviet snipers just happen to have a buddy to soak fire for 90 manpower a pop. |
What's hilarious is that on the flipside, anything German that can squad wipe is instantly called "OP" and nerfed out of the game.
Axis have Brummbarrs, PzIV, Tigers, Sturmtigers, KT's, Stukas etc.
It's hardly unique. Vehicle and artillery weapons are big.
Not really relevant to fallschirms, is it? |
Racketenwerefer weak? Oh you poor delusional fools.
Go look at the penetration stats. And then all the damage bonuses and pen bonuses it gets with vet.
All you need to do is keep it safe with Volks or PanzerFus. Just like any AT gun. There's no AT gun in the game than can deal with a circling tank. And the short range is fixed at vet 2 anyway (which it hits extra fast because it is so cheap) |
panthers,tigers,kt's,jt's. They are just boring and stale jeez. Why the hell do you think most players play axis?!?!?
Because they're easier to play as they have less restrictive tiering systems and more flexible units.
And Jagdtigers and King Tigers are pretty damn boring. No skill, just point and wait and repair every now and then.
The last thing I was is that spreading to the only fraction so far allowed to have an end game without needing that god awful meta. |