You're right about why they're angry but I think you're wrong about whether or not it should be happening.
If it should be part of the game, then to what extent should it be effective (damage/second) and to what extent penalised (rec acc, splash)?
I think a lot of people loved CoH for being an alternative to blob n spam games. Suppression and cover mechanics add a lot to the gameplay. You had to learn positioning, timing, tricky mechanics. These things are of less importance when blobbing is effective.
Currently all I see is a battle of who can get the bigger blob and focus fire his enemy down while pressing retreat in time for his units being focused.
And then guards motor/shock rifle/Tiger/whatever meta.
However in a battle of 5 units vs 5 units, whoever uses cover or is flanking will win. On equal terms the player that has better positioning will always win. having 2 rifle units defend against 5 rifle units is waaaaaay too much and shouldn't happen.
Also this is the first time I've heard anyone complain about the Dodge jeep since it got nerfed jesus christ |
People are just angry that two of their units in cover won't beat 5 units in a blob. Which is ok and should be happening. |
anything is possible if your opponent is bad enough. |
Fallis are extremely situational; obviously they are nice for getting wipes, and winning you the engagements you can't afford to lose. Main problem however, and what usually is not accounted for, is that they are much easier to wipe than ie. Paras or Guards, meaning at their cost one case of bad RNG can cost you the game. Add to that the fact that Guards and Paras (at least when upgraded, but who doesnt upgrade them) lose DPS proportionately less when losing models since its more concentrated in the DPs and 1919s, thus can be left on the field longer. Not to mention factors like guards being able to destroy cover with the PTRS. What sometimes works in favour of vet Fallis is the camo on retreat bug tho, especially on crater-ridden lategame battlefields.
The Faust on the Fallis can be a lifesaver too, so the squad has some utility, but its far too expensive to work as a general infantry, same with Obers, while even vetted Volks just lack the dps to compete with upgraded Rifles or elite Soviet inf. Part of the OKW conundrum really, within one patch, the micro demands of OKW have risen from negligible (a-move the blob to victory) to pretty darn excessive, its just very difficult to ever win the infantry game against a competent Allies player, not to mention that the support unit you pretty much have to rely on, ie. the Flak HT, is so fragile.
I see lots of Pfusis/Flak HT into battlegroup play these days, the classical battlegroup into SHQ with Obers has become very rare.
its rare but it still works honestly. sure obers are worse out of the gate, but theyre still quite deadly and get a lot of their old glory back with vet 2. |
i cant see how that pgren build is even possibly viable at medium/high levels of play. |
Fallschirmjager reinforce costs over 50, obers cost 50 per model. Falls are higher than that.
falls cost 47 |
because guards/shocks are stronger and more versatile than dshkas. |
do we REALLY want a 20s b4 on wheels? let me answer that for you: no.
if the cooldown is down to 20s youll be able to deal deal more manpower damage than the other player will be able to generate. in addition, you basically also have the power to force retreats every time your sturmtiger is around, which will be pretty much all the time since it can reload so quickly. |
Just give it 20s reload time.
you cant be serious |
Recently in my 2v2s I've been using Lemon's Wehr strat of mg > mg > gren > gren > t2 >pio > t2structure > HT while prioritizing flamethrowers on pios and using the second pio to build the t2 building so you can keep the first with your army.
Double flamethrowers can do serious work on a squad or pinned blob, so following the other advice in this thread just setup the mg's so they overlap, creep after every successful forced retreat, and use the pios to stop flankers. S-mines and tellars/riegels on the flanks and as long as your teamate is somewhat sentient it should go fairly well.
The only problem I'm having with this is when they go for a lot of 120mm mortars or pack howitzers. A regular mortar can help but can also be easily shut down by barrages/precision strikes.
If your ally doesn't go stuka you can get a mortar halftrack to try to help deal with 120s. It's definitely not the best solution but the alternative is to do some pretty aggressive pushes onto the 120s themselves which can end badly or is not possible at all. You could also tech to a panzer 4 to help in these pushes as well. |