I've had a quick discussion with Romeo and we've come to a few ideas that might be considered okay as far as treating Panzershrek blobs.
As it stands a lot of people are complaining about Volksgrenadier Panzershrek blobs and Obersoldaten support.
I think part of the problem may be included in a lack of munitions sinks for the OKW, aside from Grenades, MG Upgrades, and artillery strikes, there isn't much else to sink munitions into.
I think a good change to implement onto Volksgrenadiers specifically may be to include an automatic weapons combat package.
In history, Volksgrenadier was just a move to economize personnel into regiments of 6-line infantry instead of the standard 9-line infantry. This was already very real for a lot of divisions.
To compensate, volksgrenadiers were given a higher volume of automatic weapons, LMG's, SMG's, and of course the new "wonder weapon" the STG-44.
So the idea, would be to give the OKW Volksgrenadiers a automatic weapons combat package that includes 1x LMG-34/42, 1x STG-44, and 2x MP-40's. Completely removing the KAR-98k from their inventory, locking out panzershreks, and giving them coats for cold immunity.
Perhaps this combat package can also give them a couple grenade options, although I'm just slinging ideas.
This would allow Volksgrenadiers to be less reliant on Obersoldaten and Sturmpioneers, while also providing an excellent and viable munitions sink aside from more panzershreks.
I second this proposal. Although I understand if this change were to happen (doubtful, due to all of the logistics of balance and the general consensus of more experienced and represented individuals) it would definitely not be anytime in the near-future. I feel as if right now the Volksgrenadiers are lacking in terms of being a core-infantry unit. For example, their US Forces equivalent (Riflemen) have so much more flexibility when determining what role they will be utilized in throughout their combat initiatives. In addition, with the Grenadiers from the Ostheer/Wehrmacht being able select an LMG non-doctrinally, and doctrinally gaining access to G43 semi-automatic rifles (depending on the commander the player selects), the Panzershrek is the ONLY AT armament that is provided to the Volksgrenadiers. Unless this is 100% intentional and relates to balance logistics and what not, I think adding an AT piece (Panzerfaust, grenade, etc...), decreasing the potency of their base anti-personnel grenade, and giving them an LMG 34 "combat package" upgrade for 60 - 90 munitions (depending on the inclusion of cold immunity, and whether or not the LMG 34 will function like the Obersoldaten's (being able to utilize it without being stationary) LMG 34). I think this would provide enough balance to compensate for the removal of the Panzershrek, and making the Volksgrenadiers more "efficient" when engaging enemy infantry units. If anybody agrees, disagrees, and/or has any feedback to what I just stated, feel free to reply. |
Can we fix panzerwerfer first?
Although the Panzerwerfer can (arguably) be considered the Ostheer/Wehrmacht equivalent of the "Walking Stuka" (in terms of selecting an artillery piece), the roles that each one fulfills (respectively) greatly vary. The Oberkommando West's "Walking Stuka" is more-or-less designed to hard-counter garrisoned units in buildings, static positions (mounted team weapons and immobile artillery pieces), and to a lesser extent blobs – while as the Panzerwerfer for the Wehrmacht is designed to directly provide a hard-counter Allied blobbing of units. Just because the Panzerwerfer isn't as "spot on" in wrecking enemy units, doesn't mean it is "less-efficient" (in lack of a better phrase) as a unit. It simply just means that they are designated to perform different tasks when a player utilizes them in combat. |
For most team weapons and artillery pieces, their alternate fire modes are locked by Vet-1 and don't always cost so much in munitions. But this is not the case with the Stuka zu Fuss, instead it's alternate fire mode of Incendiary Rocket Barrage is locked behind a Vet-4 rank that it may never see in an entire game, and still costs a whopping 100 munitions, which is already difficult enough to achieve for a hard pressed OKW player. (Think lots of grenades and panzershreks and mines)
I think that for the alternate fire mode to be justifiably locked behind Vet-4, that it should be a bit more accessible and attainable than it is currently.
Furthermore I daresay that it opens up far more options for the OKW player to eliminate blobs of Allied infantry and artillery/ATG's as well as garrisoned units, which currently they are sorely lacking.
So please take this into consideration as currently I would go as far as to assume that most OKW players don't even know that there is an Incendiary Barrage option due to how exceedingly rare it is that the Stuka zu Fuss would ever reach Vet-2 or Vet-3, let alone Vet-4.
I actually think that you might be on to something. Perhaps, make the alternate veterancy four barrage (Incendiary Rockets) cost 30 - 60 munitions, have it unlocked at Veteran Tier Two, and make the individual utilizing the unit have to choose between which barrage they would like to execute (regardless of which one they select, the other has to cool-down as if it were used as well). I agree that the odds of ever getting a vet four "Walking Stuka" in a 1v1/2v2 is very slim, but I can't say whether or not it still holds true to 3v3/4v4, since I rarely play as Axis in those. |
Recently had an extremely successful match utilizing the Shock Rifle Frontline Tactics commander for the Soviets. Thought it would be cool to showcase just how potent this commander is (just in case people had some doubts). I still can't believe this is one of the base (starting) commanders for the Soviets in this game! |
So recently a couple of friends and I did a series of 3v3 matches on COH2. The last match we did ended up going in a hilariously bizarre direction. We're constantly improving, and still have a long ways to go before you could consider us "Pros" or "MLGs" (if that's even possible for us). So, please keep that in mind. Expect to see a ton of Maxims, Soviet Sniper Teams, ISU-152s, and a smorgasbord of Katyushas (like at least eight, probably more). Honestly, I wish I could have included the commentary for this, because some funny stuff was said during the creation of this replay, too. But, I still thought this was worth uploading to the forums, regardless |
I believe +25% received accuracy meant that they took 25 percent MORE damage. This was a mistake that existed for like a month and a half before they fixed it
Now that you mention it, I do remember reading a thread somewhere along the line that said that accuracy buffs directly modify the overall DPS output of units, which would make your statement correct. I'm glad they fixed the mistake, but it's kind of disappointing that they would let something like this happen and go unsolved for a month. >_< |
I feel as if the Relic staff member who wrote this specific line, did so in a casual manner. A 25% accuracy modifier is a HUGE buffer, especially at zero veterancy. No wonder all of the "more-experienced" Soviet players have been spamming those things. I've probably lost several games as of recently, solely due to losing numerous squads and armor due to this error. I am glad to see that they fixed this and am happier to see that Relic is keeping true to their promise of providing (semi-regular) patches to improve the overall user-experience of COH2. |
It needs to be 40 fuel more reasonably, since OP clearly & fairly argued that it's superior to the 20 fuel WCS.
I'm just going to assume (correct me if my assumption is wrong) that you're being serious, which sorta concerns me... You do realize that it currently costs forty fuel just to build your first tier-building (also putting into the equation that the OKW gets a 33% reduction the entire game in its overall fuel income), which would mean that you are essentially delaying your tech-up 100%, for each Kubelwagen you build. Second, I'm assuming (again, feel more than free to correct me if I'm wrong) that since the Kubelwagen is "OP" from your perspective, that it wouldn't get any significant buffs (if anything, I feel like you're implying it should be further nerfed), which essentially defeat the entire purpose of building and utilizing one in the first place. The Kubelwagen is fine as it is, if anything, it has ALREADY been nerfed in terms of suppression time and health (not to mention that the next patch is adding a five fuel cost to it). |
Wow great post! I definitely agree with the fragmentation bomb thing. That ability is great! It activates very fast which can obliterate tons of enemy units.
Thanks! A lot of people tend to forget that these call-ins aren't supposed to be the game winning perks (needless to say, they're implemented into the game mechanic to provide assistance in winning the game). If people honestly looked at the game for what it is, and where it was when it first came out in July of 2013, I think (correct me if I'm wrong) most people would agree that Company of Heroes 2 has definitely come a long way (and whether it still has a long ways to go, is a topic for another thread). |
I agree with both obvious sides of the debate. It can really wreck shop and once it gets its site on armor with the first pass when it comes in to attack it will chase the damn tank to the gates of hell.
However the USF has no Heavy Tank counter at all besides the P47 and just plain suck as AT similar to the early Soviets before the rebalance. So its pretty much needed.
I think if they make it so Jacksons can counter heavy tanks effectively they should reduce its area of operations a bit. It is a really really large radius. But it can be countered so it should remain as strong damage wise.
I actually overlooked that factor. With the fact that the US Forces have an absolutely horrid late-game (zero non-doctrinal heavy armor), this only further reinforces that the Relic balance developers, aren't as naive as you would think. Both of the current Axis (German) factions have a wide-array of late-game options, and with the exception of call-ins (Easy Eights) the US Forces are seriously lacking as of this moment in time. Of course, you could always argue that there are Jacksons and Wolverines, HOWEVER, they're both medium tanks that are incredibly fragile and couldn't last a straight thirty seconds in a one-on-one brawl with any variant of the Tiger. Long story short, there is ALWAYS room for improvement and that's what patches are for. |