How about volk shrek blob which instantly kill US armor? Its not like volk shrek blob was fixed by the patch.
It kind of was. By forcing OKW to spend munitions on their ober lmgs, OKW now has to choose between AI obers or AT volks. If you still end up fighting an OKW blob with volk shrecks backed by ober lmgs, you dun goofed and gave your enemy too much map control. |
Bystraya has to be my favorite. It is a low income map that favors extended infantry fights, and careful use of armor. The lighting is a bonus. |
The game is a lot better now during all times compared to pre-patched. The buffs to the MG42, the 221/222, and the ostheer sniper, have all come together to give Ostheer a lot more viable options to play through the early game. The buff to pioneer sight has made ostheer combine d arms play a lot more effective, and reinforces the design of ostheer as a combined arms army.
Not to mention that the changes to OKW have forced them to rely more on raketenwerfers for early AT, as well as using jagdpanzer4s and pumas for mid game AT power due to the indirect weakening of the panther. OKW is now a faction which feels the weakness of its early game, and thus is forced into making tough decisions (like AI/AT muni upgrades). T4 is now a luxury tier, that is purchased late game, or to capitalize on an early game lead. OKW feels the wiping of their squads much more keenly now, as obers and volks are a lot more expensive to replace. I believe these are all good changes.
The USF is undoubtedly the winners of this patch. The buff to Jacksons have given the USF access to the heavy AT option they so desperatly need, and the change of the damage to 200 has turned it into a very potent vehicle vs. heavies, and a less hard counter to ostheer t3. P4s now take longer to kill with a jackson than with an SU85. The buffing of the M3 mortar HT has given USF an early indirect fire support vehicle to help push back OKW fortifications, at the cost of slowing down your first sherman. Unfortunatly, USF is still powerful early game, and has the edge in the early game vs. ostheer due to the coupling of both factions' designs.
The soviets were not changed a lot in this patch. The change to the PTRS is the biggest change, and it was a very good decision, so that guards are now able to fight other elite infantry at long range cost effectively. Unfortunatly, because the guards' PTRS and the conscript PTRS is the same, this buff has made conscript PTRS upgrade quite powerful, due to the cheap infantry squad that gets the upgrade, it allows conscripts to negate light armor and destroy infantry at close ranges. The other big change to soviets was the ninja buff to the 82mm mortar, which has made it the most powerful non-doctrinal mortar in the game. It most definitely needs to be toned down, as it currently has half the scatter it used to.
Speaking from a 1v1 perspective, OKW is now more in line with the base factions, and in fact requires a better mind in terms of strategic planning to make the most of their powerful veterancy system. Ostheer has more choices through their opening, and is able to rely much more on their support weapons as they were designed to, and can also rely on their t3 units, though they still have troubles vs. USF early game. USF has a more potent late game, and is a viable faction now for higher game modes. Soviets have a long range infantry squad that can do its job as an elite defensive unit, and can hold the line more efficiently vs. late game german assaults.
These are of course just my initial conclusions after playing at least 4 1v1s with each faction, combined with my experiences from several 2v2s, which I believe transitions well into the 2v2 scene. |
I don't understand why relic decided to go the way they did with the russian campaign. The Soviets DID commit atrocities, that is a historical fact. The Germans also committed attrocities, some that were very famous. The US committed attrocities as well (for those naysayers: http://en.wikipedia.org/wiki/Canicatt%C3%AC_massacre).
All in all, no country was perfect. That being said, Relic chose to make a game named Company of Heroes. The precedent set in the first game was that the story follows regular soldiers and commanders who must overcome impossible odds to bring their men victory. All factions portraid in COH1 (USA, Brits, Germans) had campaigns which followed regular, relatable soldiers who were fighting for their countries.
Then, when relic moved onto the eastern front, they suddenly decided to report on many of the more questionable actions of the soviet union in WW2, to a point where the game portrays "heroes" being executed by their own country. (executing a man for saving an intelligence officer? really?)
If I was someone living in Russia, I too would be quite miffed seing the struggles of my forefathers trivialized as a group of farmers being forced to fight by their government. This would be like having the US campaign in ardennes assault follow a unit of draftees who never wanted to join the war and in fact were attempting to desert the entire time. |
Same, also having the Obers require munis makes early munitions even more ridiculously scarce. With the nerf to Volks(they will die a lot faster now, so you will need to constantly re-buy Shreks) and the requirement of munis for LMGS for Obers; I really feel they could have taken away the OKW's -20% munition gain.
I think the munition requirements are going to be the first big kick in the nuts to people trying out post-patch OKW.
Volks will not really die any faster to traditional squad wiping mechanisms, they will merely not be immune to small arms fire (artillery and tanks don't "hit" a target, they just miss close by). The fact that OKW is muni starved is GOOD. OKW was designed as a faction that was meant to have to make tough decisions. Now they finally have one, do I want better AI or better AT? |
Ahhh, the patchnotes. I must say that I agree with most of them, but I feel like the PTRS buff is too much and the Jackson needs only 160 dmg with the pen buff, but that of course remains to be tested in game. I very much like the buffs given to ostheer, and like the idea behind suppression for field howitzers. I am a bit suprised that obers did not get a price decrease with the loss + nerf of the lmg34.
The targettable demo charges is also very nice, as was the huge buff the raketens.
I'm looking forward to ostheer snipers surviving bazooka rounds to the face :}
Also, does anyone know if this means cons PTRS from the tank hunter doctrine got buffed? |
There is a bug, which when you use the ability, after the ability is finished and you are set to go, each penetrating shot will decrew your vehicle. That's what we are talking about. There was a video here but I could not find it.
I've never had that happen to me. I know that the bug occurs when the vehicle gets decrewed during the duration of the ability, and then the recrewed vehicle will be decrewed by all penetrating hits. It doesn't happen if the ability goes through its timer with no trouble. |
So a demo would be better dealt with a controlled explosion. Use a nade or target with a vehicle.
Just remember that all grenades have a lower penetration value than the demo has armor. In other words, it may not always go off, reuslting in asted resources. Use a tank/ atgun/ mortar to have best chance of detonation at minimal cost. |
Paratroopers firing M1911's gangsta-style, Relic pls
I think REForever has come across the new OP USF meta, medic spam! |
+1. At least give them xp for suppressing up to vet 1. It's painfully hard to vet up MGs unless light vehicles drive into their arc of fire.
I think that we should just get rid of the reduced damage taken by suppressed squads mechanic. This way it is quite painful to crawl into an MG the toss a nade, and will also buff the dshk and all of the mgs in general. |