This post is more about LMGs in General and stuff that makes this game piss me off.
1. Obersoladaten- I don't care how expensive it is, it is not ok to have a unit that completely negates infantry thats just bad design, seriously everything melts to its LMG even in green cover, we're talking about a unit that can fight HMG's head on. Its especially worst for Soviets then Americans because their core infantry is alot weaker and doesn't have any way to scale in to the mid/late game. Guards use to be ok against them then the dp was nerfed (lol) because we all know Guards use to be op, shocks are very situational against obers, even with smoke grenades you will still probably lose because chances are the ober squad isn't alone and/or its on a open ground giving the obers time to reposition and shred shocks. Snipers would be ok, but once again people these days just blob obers with another squad and with volks/pfusiliers and snipers are useless vs blobs. Tanks are supposedly their weakness, but thats not the case because shrek volks blobs and reketen werfers combined with low health pool and armor of allied tanks means that obers won't really be effected by armor. Americans its not so bad because rifle men are pretty good and bars are getting buffed and airborn with m1919 or riflemen with m1919 are pretty good vs obers, but it is still something that needs to be looked at.
2. LMG- even with the so called "nerf" lmgs are still king of the battlefield as they have been since march, Every faction except the soviets, has a non doc lmg so they get shafted in this department (lets face it no one is going to be cautious about guards with dp's, and they're doctrinal) has a good lmg, the mg42, m34, and the bar. So they pretty much get to attack move every where with little to no micro requirements, while soviets have to use cheesy gimicks like maxim spam, sniper abuse, and the isu152. If relic gave the soviets a decent all round infatry the scales well in the mid/late game people wouldn't have to deal with constant abuse and come to the forums and cry how op snipers and the isu 152 are. Its not fair or fun to have to micro infantry around all the time while your opponent can just mow you down with his lmgs.
3. Teirs- In general the only faction that has a shitty tier design is the soviets( Agian), although i think ost t4 is still to expansive, but its espically bad for the soviets because it cost 120 fuel and 230 mp for t3 and t4 and soemthing like 120 seconds to build them. To make matters worst they all have lack luster units, the t34 has bad armor and health, its ROF was recently nerfed and it gets stomped by okw all of the time because of volks blobs and pumas (Puma is ridiculous by the way) against ost it not as bad, but its not worth using it against them ether, I can't even remember the last time I seen some one use it. The t70 is a good unit but comes to late, you might as well get a t34 for 30 more fuel, and the m5 haltrack is not worth it, the aa upgrade is decent but the unit it self just isnt worth it because it comes to late to, and delays a t34, so its in the same boat as the t70. t4 has the su76 which is just lol, the su85 has been consistently nerfed over the past year, while we seen the panther buffed recently and blitzkreig buffed as well, its time to give the su85 the buff its needs to remain competitive 120 fuel for a unit that has only at ability and its lacklust at that, it seems to like missing or just doesnt like to penetrate, the katyusha is a ok unit i seen it do ok in some games and awful in others.
t1 has snipers which are fine imo, because they are the only unit that kills something, penals are in a wierd spot I've seen people use them but they just aren't worth it they lack any long range dps and they dont have the armor of shocks to duke it out in close range with infantry, or any useful utility like at nades, penals should be buffed to be a long range unit. M3 is fine. In t2 I never liked the Maxmim design, even since closed beta i hated it, I want a area of denial HMG, but I guess its fine as it is currently, apart form it not retreating when ever a squad member dies, but that seems to be fixed in the beta. The soviet mortar is the worst mortar in the game its bad Rof and the accuracy doesn't seem to be any better than the ostheer mortar, speaking of the ostheer mortar, its ROF is way to high its as bad if not worst when a pak reaches vet3, the zis is the worst at gun in the game just because it gets an artillary barrage that not even that good, its suppose to be an at gun so why does it have some thing that fit its role? It wouldn't be so bad if the barrage was acutally good, The pak has stun rounds, 57mm has 70 range and ap rounds and the 43 has camo and can go in buildings, the zis? nothing not only that its rof is just bad and with the nerf to its vet 1 ability its a pain to use.
3. Cons LOL the king of kings, I'm going to dwell on this its been said time and time again, but I'll say this forcing players to play a faction with an infantry unit that cost 240mp and with 6 men that negates its so called " cheaper" myth that doesn't exist is bad faction design, they just end up bleeding you man power mid/late game because they don't do anything, they're just there to throw at nades at that point.
4. Commanders again this has been said time and time again, the commander system is bland and boring, I hate to say this but why would you dumb down the coh1 commander system? it was perfect, just building on top of it and improving it, not only that alot of the commanders are simply terrible and need a over haul. Another user whiteflash made a perfect example of how the coh2 commander system should've been I can't find it though.
5.Call ins- Soviets being the main offender of this because of their bad stock units, Just revert them back to how it was in beta, for example the t34/85 was unlocked at 8 cp and you had to build t3 and build them from that, its a simple solution to this problem and will help solve alot of the core problems the sovets have with there stock units.
Edit
4. magic- I forgot about this point as well, units like falls and JLI popping out of buildings has to go, I don't know who thought that was a good idea , but it has to stop.
I'm sorry, dude; but this is basically a "Learn to Play" scenario, at its finest. I'm going to address several of your "key points", please feel more than free to correct me (provided you can do so in a factual manner), if I am mistaken:
1. Obersoldaten are what is known as "Hardcounter", which I'm sure if you already know/can guess, is completely intentional and is implemented into the game with the mindset that there are other components to this unit that make it more then balanced. You say that (manpower) cost is not a factor, but if you ask any player (especially others who are more experienced than you or myself) the cost of a unit is CRITICAL to how it is utilized in combat initiatives. I doubt any experienced player be bum-rushing a 400 manpower, lmg-equipped (and loseable) unit just like you would a Volksgrenadier. Also, NO INFANTRY can attack a well-placed HMG team head on, unless the said individual is pointing it in the opposite direction of the infantry. And I have no idea what you're talking about, in terms of "Allies have infantry that are worse than Axis", please tell me more about Rifle spam and being able to pic a commander that potentially spawns Vet. 2 Rifleman as early as one minute in the game. I strongly feel that you don't take the gaming mechanics and combat maneuvering components into consideration (or as much as you should). There are so many things that I haven't mentioned that can factor into why you think these guys are "OP", when in reality, you just need to figure out a viable strategy to counter them. I play both Allies AND Axis, and yes, this game could use work, but there currently isn't anything in the game that is absolutely "broken", as you would want to make most people think.
2. In regards to your "complaints" about the Soviet Conscripts, you couldn't be farther from the truth. A six man squad that can up-close WRECK Grenadiers, and throw a variety of grenades (molotovs, AT, and others if selecting a specific commander), that is also far cheaper to reinforce and faster to get back into combat, is by no means "UP". Again, this is an issue that arises from players who either have just bought the game, or cannot grasp combat maneuvering and game mechanics. If you try to combat Grenadiers at range, where the Grenadiers have range superiority, then OF COURSE you will get wrecked. It's all about manipulating the battlefield to your advantage. The Soviets are by no means "under-performing", the only faction I could say needs a decent amount of work is US Forces, since they currently do not have any late game (heavy) armor.
3. All of the call-in units that can be spawned through ambient buildings are completely fine. Again, there are simple ways to counter spamming things out of buildings. With the newest patches, destroying buildings has never been easier. Plus, any decent player will plant a mine right outside the entrance(s) of the buildings, and that will immediately solve any problems with that issue. All four factions have units that can spawn somewhere directly on the battlefield (OKW: Jaegers, Falls | Soviets: Partisans | Wehrmacht: Stormtroopers | US Forces: Paratroopers). If you're going to tell me that all four factions should either lose that doctrinal ability, or ALL of them are "OP", please explain why. |