It may just be a bad streak of luck.
The Panzershreck accuracy is no worse than the other handheld AT launchers.
Since you mentioned the AEC, I'd reckon it's due to the fact you're shooting at a light vehicle with a smaller size. That does influence accuracy a lot, and if it is also on the move, it's going to increase the chance the shot will miss. |
What faction flavor?
OKW is already 95% ost, just with trucks instead of "bunkers".
Exactly! The trucks are cool. I'd like to not have it removed. So the best alternative is just change the behaviour that is annoying. I figured removing low-maintenance auto-attack would be the solution. |
Removing it would be rather a waste of faction flavor, but I wouldn't mind it losing the ability to attack ground units on auto-attack.
How does everyone feel about changing it to function like bofors, where it has a cooldown skill that can suppress a general area if targetted correctly. |
I like sharing tips, although I sometimes feel like certain tips can be somewhat forced. Best tip out there is figuring yourself out and knowing what you're comfortable with. With that out of the way, things I found that really helped me out is:
1) Turning off classic hotkey so that you can use all the hotkeys with one hand.
2) Watching replays of other people or your own, or just watch matches featured by many of the passionate and talented casters of CoH2. Since Coh2 is a strategy game, understanding all the ways a person may play a faction or how they interact with a map is like adding a new weapon or defense to your own style.
3) Idleness is a sin, so always look at the top right of the screen where it will warn you about idle troops. Get them doing something. Mines, wires, sandbags, getting into a better position, concealing, whatever.
4) Flank. Flank. Flank. In 2v2 and 3v3 matches, I tend to find myself and teammates occasionally tunnel vision and go for only one avenue of attack. That's generally going to only end in a quagmire of attrition. Be smart. Either pull back enough to force the opponent to over extend (such as luring assault troops into bad cover or a firing line), or find routes that would allow you to surround and attack from every direction.
5) Focus fire. In early game when you clash with multiple squads, getting into cover is good, but being able to focus down one squad rather than spreading out the damage is often what determines the winner. The sooner a squad is wounded, the sooner they are likely to retreat, which ultimately means less models shooting. That's a win in most cases.
6) Edit add: in 2v2 and higher player count matches, if you facing an impasse on your side, it is far easier and more effective to lean on helping your teammate out and forcing their opponent to collapse under your combined attack. Just be sure not to over commit unless you plan to collapse your own side while you're at it. |
Yeah, it does have a strong wipe potential.
That said, it's a very pricey and doctrinal late game tank so I feel like if you undermine its ability too much, it would probably be somewhat of a useless unit.
I heard there's ways to make it so that certain attacks can only kill "X" amount of models per hits. Maybe nerf it so that it can only wipe out 2 models per hit? That would at least give weapon crews a chance to back off. I'd complain that it would make it too weak versus infantry but if you also improve the scatter on HE so that it hits reliably it should balance it out somewhat. |
I agree with OP that the game is fairly balanced as of the moment.
The only things I want changed are more personal bias than any real substantial balance suggestion. To participate though, I'll list what I'd like to see.
1) It might be me but I feel the conscripts are really strong now. Can't just be me, right?
2) I always thought Stg for the Volks as an upgrade is silly. I'd rather see MP40 upgrade like the first game and give them smoke as an assault package.
3) Hit the dirt is still terrible and should allow conscripts to crawl move rather than being completely immobile. That, or remove accuracy penalty.
4) Stuka barrage is the only artillery that's incredibly accurate. I would prefer it to have a cone scatter like the other artillery since it's way too lethal. In exchange, I would either reduce cost or allow it less cooldown. |
The update hurts, but it's for the best. They're stronk and needs to be upped a little. |
OK Boomer |
As for Ostheer, I tested mostly with Storm and Encirclement doctrine.
1) I felt that the Ostheer start would be somewhat feeble as without the investment into a T1 right away, the lack of MG will mean you will have to rely on your mix of pioneers and grens.
1a) Those pios are pretty great though, it feels like base game anti-infantry partisans in terms of damage. I feel like maybe pioneer spam is back on the menu!
1b) The pioneers vet up super fast because of their new lethality. May want to change their veterancy requirements as I was getting vet 2 pios before light vehicles were even out.
2) With the fluidity in teching, I felt so much more liberated in options! It's quite refreshing compared to the current form of Ostheer. That said, I am somewhat worried about how easy it is to get double pumas out with the current economy of the patch. 2 pumas still outdo a medium tank given their advantage in range and speed, plus the vet bonus is nothing to laugh at.
2b) Maybe nerf the puma MG? That way it will be fine if there's two of them on the field at the same time since they can't threaten infantry in any feasible way.
3) Panzergrens with their five man squads are noticeably more survivable, which is great! No real complaints here, since they perform the same otherwise as far as 3 matches with AI have shown me.
4) There's a problem with the camo upgrade atm. Storm troopers for example don't get hold fire, so even if I buy them camo it doesn't help if they can't properly ambush. |
So, I did a few AI games and then did testing in controlled environments with the Partisan commander. I am particularly invested in them for very obvious reasons, and I immediately noticed two odd things.
1) For some reason, I get a free partisan squad at the start of the match. Is this intended? I thought we were supposed to get a conscript squad as soviets.
2. The current itereation of partisans in your mod is very powerful. While they are now 260 manpower, they can hold their own against greens even without the upgrade. At CP1, I think a unit like that comes very darn early for so much impact. I'll add points below in regards to what other effects that give it so much impact.
2a. They have a lot of utility now, and the upped performance I would even wager they could end up replacing cons. Grenade, Molotov, AT made, landmines, camouflage, AT/Assault Package. It's a unit that can take up a lot of different roles. The only thing I noticed as a balancer at the moment is how expensive the upgrade packages are, and partisans tactics is already fairly ammo heavy without that purchase.
2b. Those triple AT rifles are very deadly against light armor (two volleys for a scout car). And since they pop up at CP1, that means players will have to kiss light vehicle rush goodbye. They could try, but you'd be going against camoed AT units that can plant mines, snare and have high damage output on light armor. Yes, the package is expensive, but the fact it's there is nonetheless a lot of freedom.
All in all, I am biased and therefore glad the partisans are strong, but at the same time my conscious would say you should probably either up the CP, make reinforcing them most costly or reduce their survivability in order to balance their happy kids meal of utility. |