Just a bit more resources balancing is needed.
The Allie's factions aren't the real problem.
Americans are fine : They are just a lot more harder to play. But when one master them, he become a real killer. Versatility,subtlety and smoke are the key here.
Soviets are fine : They are a bit easier to play, but also a bit less fun too. Raw power of the numbers,bombardments and doctrinal's choices are the prevalent here.
The real problem is: Too much fuel. (Exacerbated by the number of players and the size of the map.)
1-The fuel's income increase resulting from the resources being shared in team and aggravated by the fuel caches.(major effect)
2-The great Axis's synergy with the fuel resource. (major effect)
3-Bunkers without pop cost helping to standoff without diminishing the numbers of tanks available to be build. (lesser effect)
Those facts lead to the current meta in 3vs3 and 4vs4 : (With teams of the same level of ability)
The Axis must standoff Allies until they have enough fuel to build walking stukas and the likes and/or heavy tanks. (Bunkers + mgs + mortars + paks + panzershreks and Flak truck)
The Allies to win, must break that standoff before it's too late .(The Axis heavies tanks start rolling out and blobbing).
If the Allies are to succeed at breaking that standoff, they must use all resources available to build theirs armies strength and thus wont build as many resources caches as the Axis.
Currently. Allies don't have enough time to break the standoff before the walking stukas an/or Heavies tanks come in.
Proposed solutions :
1-The logic to have the same resources ration balance in (4vs4/3vs3/2vs2) than in 1vs1 would be to divide the resource income : By the number of player or by a map's predetermined factor.
(OR)
2-Just reduced the part of fuel resources coming from fuel caches that is shared with the team. only the part coming from the cache. (Maybe not enough ?)
(OR)
3- Disable resources caches or reduce their effect the more there is build.(Diminishing return)
That could reduce the systematic caches building, lead to more infantry play and give a bit more time for the allies to prepare for the inevitable tanks.
Thank you.
Comments ?
Good analyzed! ;-) |
Reducing suppression of MGs kinda defeats the purpose of getting MGs. Removing suppression off flak halftrack, HQ makes more sense. Remember MGs must suppress people. If you can't get around it, that's more of your own issue. MGs in this game is not focused on killing but suppressing people. Remove it and it's just another WW2 RTS.
Yeah thats true with the RTS but it now depends so much on Bunkers or MG's that's incredible.
If the German (For example) getting a strong Position on Begin its really hard to break it.
Same is for Maxim Spam but at the Soviets it depends on - Units - He has no field Positions what's much weaker, but for that Soviet has other Advantages, poor Design.. |
Hi Guys,
I am sorry for my Bad English. But i hope to met open ears.
I Played more than 1300 Hourse ( Since CoH2 Beta ) and the easiest Way to win is to suppress the Enemy.
"Maxim Spam" ( Since i use Maxim-Spam i win much more )
Or as a German: MG+Early Bunker.
If u get early Bunker and u have good Teammate u can combinate it and suppress the Enemy. If he is long enough suppressed, what is absolutely possibel, then u can get fast Tanks.
The Problem for the Enemy is he first must compensate your MG Spam, he must break this. If not he will always have Problems in the Game against your MG's/Bunker.
Please work on it, really.
My suggestion is: Decrease the suppress, make Bunkers more expensive or longer Time to build or remove Suppress of: Flak Halftracks, Flak HQ, MG's - I think that would be much more funny the Game feels like a Stop-Feeling if there's a fucking MG.
Discuss! |
Make Cons cheaper, 210 manpower |
Cant do shit in double US games... axis just digg in and thats it. GG.
The American needs again the SMOKE Grenade without Nade update. |
https://www.youtube.com/watch?v=EkwsUfz5FhQ&list=UUyUcNdOxXcVt3o9eZKdza9w
I just copy
Soviets really are this spammy?
Never had I any problems with Penal Squad spamming because they are too cost infective.
Conscripts is most likely "working as intended" and are easy to counter too.
Call-in spam is visible but it comes less from strength of called units and more from weakness of normally available.
Normal T-34 is laughed at, katyusha got nerfed and there is no heavy tanks normally available.
Why waste resources on tech up when (outside of support weapons and snipers) everything that can actually make difference is commander only? |
Relic never learns from their mistakes, in CoH1 with the release of PE and Brits, the game was highly annoying, probably everyone suffered from PG blob that was unbeatable unless snipers or strafes or Brit blob that could be stopped by arty, prop war, snipers. Well, the problem was that in mixed games (PE vs USA or Brits vs Wehr) only few units were worth building, unlike USA vs Wehr where all units were worth something because factions were similar. Now the story repeats with WF armies, OKW is a mix of PE and brits, trucks can be abused and their inf are superior and with good luck they can be countered by blob (ofc they are full RNG because high reinforce doesnt reflect their combat effectiveness, they can be deadly or meat shield), this faction is not similar to any other in the game, luckily USA is more similar to basic factions, only tech system is changed and weapon upgrades can be bought in base but the rest is almost the same.
Now let's look at Soviets vs OKW (because they will give us most imbalanced games)
OKW has no proper and cheap early AT weapon stuff, raketenwerfer has low range and it doesnt provide green cover as other AT gun does, it can be garrisoned in building (which is the only good thing probably for that unit) but it's not enough because Soviets can get OP M3 in first minutes and it's unkillable by all HQ units except this weak raketenwerfer. Volks are cheap version of grens and they cant penetrate M3, Kubelwagen dies in 1-2 bursts from M3 and sturmpios have low health.
Conscripts, penals and maxims seem to be doing well vs OKW. Cons are very similar to Volks, Penals were always good vs Ostheer grens so with Volks they have bigger chances and there's no unit (except low health Kubelwagen) to pin them and soviets can get 6 man maxim squad which insta pins Volks and they can be flanked properly only with Sturmpios, but it's random, depends if the Maxim is supported by cons or CE's.
Now is the worst part of it... Fuel income - OKW will always suffer from Fuel income, bigger tanks costs too much (first real tank Jagdpanzer IV costs 135 which in real values [not counting their reduced incomes] it's like 170-180 Fuel), other vehicles are mostly useless in late, med game when enemy armour hits the field and this doesnt affect Soviets, why? because they have 100% Fuel income and first T-70 can hit the field at like 13 mins? at that time OKW can only afford raketenwerfer and maybe Shrecked Volks, nothing else. Had a game where i was crushing soviet player, but then KV-8 hit the field, had raketenwerfer in building, it barely fired 2 shots and was dead, Volks with shrecks fired once and had to retreat, Puma couldn't penetrate it's front and had troubles with rear (and ofc Puma is penetrating T34-85 with E.Z, logic relic pls) then IS-2 hit the Field and it took out mine 2 raketenwerfer in front.
Well, I believe that Relic will do something about it (I doubt it tbh) and finally stopped doing these retarded ideas all the time (a.k.a "it's awesome stuff" - Relic) that screws the game and then they release tons of patches (and they are proud of that...)
That's your opinion for 1v1,
Please say it in the begin of your Thread. |
I think next patch might see them getting a buff. Relic knows Ostheer under-performs vs USF in the early/midgame and part of the reason is the uselessness of PGrens.
Yeah, the Same for USF against Ostheer OR Okw in Late Game. Game Design Error. |
Just spent 32 minutes waiting for a 1v1 game. At first it was like 75% 25% then it went to 50/50 then it went 80/20 then it went back to 75/25 then to 50/50 again for like 7 minutes or so...before finally going 100/0. So sad, primetime...can't find a game.
It's funny how people (including me) are saying allies OP allies OP but no one plays them. Can't even find a game.....All I wanted to do was play a little COH2 and try and get a few good games but screw it...Sad!
There was a Time, where the Soviets were stronger than Axis and more people played Soviets then. Many people just want to have it easy |
Well i have tried using panzergrenadiers only to have them fail spectacularly most of the time.Their dmg output is very good but they never get to use it as models drop too fast.This is the main problem i'm seeing with pz grens,it loses one member before usually coming into optimal range(not charging just entering medium range) and that 25% of its DPS gone.Here is main difference with LMG squads where the lmg stays with the squad till the last model and can maintain a good DPS.
The only medium-close range squad still performing excellently are shocks at just 50 mp more - mainly because of armor,smoke but most of all because of 6 members.
I think panzergrenadiers be given 5 models instead of 4 to reduce the DPS drop off problem.Overall DPS should remain the same..but 1 model increased to circumvate this problem.To keep overall DPS same either it can be spread out between 5 members instead of 4,or one pistol armed guy can be added who basically does no dmg..but when one model is killed the remaining 4 get the stg 44s(meaning if pistol guy is killed no problem..but if stg guy is killed pistol guy picks up stg 44).
This would keep their dmg same but increase their much needed survivability and give wehrmacht another infantry unit to use as it currently has nothing save grenadiers.And revive this extinct unit.
5 Man would be too much, imagine Panzergrenadier blobs+Panzerschrecks, zomg.
Reduce it to 3 men- |