To complete your post: And the one which arrives later HARDCOUNTERS the one which comes sooner. Comparing luchs and t70 based on time of arrival is like comparing an USF sherman with OKW armored panzer 4 based on their arrival time
Or comparing USF M15 and Luch based on their arrival time and... oh wait!
Or comparing Sov M15 and Luch based on their arrival time and... oh wait again!
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So what you're saying is you should be able to get a 7 minute stuart?
No, just saying Luch price =/ Stuart Price. |
I understand, but isn't that just different means for the same purpose, Infantry-Hunting?
Your first argument doesn't connect to me: How is the enemy you are facing correlating with the fuel-discrepancy? Shouldn't similar roles equal in a similar resource-cost?
Please don't get me wrong, I really enjoy the differencies between the factions and I don't agree on comments that propose making the core-units (like MGs, Motars etc.) all the same. And I don't have any problems with the T3 costing maybe 10 Fuel more then the T2-equivalent of the OKW. But 35 Fuel more, doesn't seem right.
T-70 price is based on its old impact value, when it was the king of early/mid game with its auto-repair. At that time the 70 fuel price was justified. Today it is not anymore, end of the story.
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Don't need grenades. Get a mortar instead. I avoid the stuart all together. Simply not worth to counter 1 luchs. Just go zooks and try and hold till m10. This issue isn't so much with the luchs, it's more of the meta which shapes very well for the luchs. USF doesn't go captain mainly anymore because there isn't really anything of value, therefore they don't have an AT gun. Same goes for soviets. No T2 no zis. The luchs would be no issue if conscripts were good and T2 maxims were decent.
The question is about the price equivalence between Luch and Stuart, not effectiveness off the M10, same goes for grenade, we're talking about options available and prices. |
That's true, but in my mind I have a balanced-case scenario were both players have averaged the same amount of resource-income. Let's take this as a base for the discussion.
I guess I understand what you want to communicate there (Time-Slots of vehicles and upgrades), but just to make this argument more intersubjectively verifiable, do you know any source where we/I can check this?
Because these numbers don't mean a lot, if not feeded by some understandable measuring unit (like "In a even-out match, where both participants have a fuel-income of [x], faction [y] will have the Vehicle [z] by the time-point "... sounds utopic, and I don't know where to find such data, but I hope, you know a source )
I'm curious about this source, since I actually don't know that much of CoH2-information-sources.
So thank you for your reply and by the way: Also thank everyone who has posted so far for staying in the radius of non-violent and objective communication.
The problem with the Luch is it is simply too good. T-70 and Stuart have been purposely tone down the last patch but the Luch has only been re-positioned to be less of a dive machine. So we end today with a Luch that rape infantry even from far range and is far too durable vs T-70 and Stuart.
T-70 and Stuart are, at maximum, there to deny an area to the Luch but they can't kill it on their own.
And people telling you the Luch cost the same price than Stuart are simply lying to you. They purposely forget to add the ambulance and Zook/BARs unlock price on the bill, even to be fair in term of unlocked option, we could argue that as USF you still can't use grenade while the OKW can, so it is a 25 fuel upgrade to add...
Sturmpio can produce healing crates from T0
OKW truck = 15 fuel, unlock faust
OKW Mechanized regiment = 50 fuel, unlock STG and lavanade
Luch = 60 Fuel
OKW total fuel spent to reach a Luch = 125
USF Ambulance = 10 fuel
USF Rack = 15 fuel
Captain = 60 fuel
Stuart = 70 fuel
Grenade = 25 fuel
USF total fuel spent for the same amount of option to reach the Stuart = 180 |
I guess you can deliver the base game with some content and price it around half the price of a full game. |
I don't really understand why the next COH edition should follow a period pattern. Every time I read someone talking about what would be the next COH, this is about North Africa or Japan or China (recently heard about) or whatever period of war.
In my opinion, this way of designing a RTS game with such a big period scale is out of date. Relic should take inspiration not from their past titles but what other successful companies are doing using WW1, WW2 and Korea war as game background. For example World of Tank or War Thunder.
The base game shouldn't be stuck in a period of war but build around a set of units per army. Let say for example a set of American, German and Soviet units, this may represent 50/60 units per factions (removing redondant units).
Build different single player/cooperative scenarios (some for the game launch some other DLCs) around those units on a defined time period and a specific location. African, Italy, Early Barbarossa launch, Stalinegrad etc... With some dedicated rewards (faceplate kind, camouflage, goodies such as windows themes etc...)
Build a multiplayer mode with on one side an official matchmaking system based on a predetermined set of units and commanders with a Lobby, a ranking system etc on which Relic would focus his attention for maximum balance. And another side where players could decide to use different set of units from defined period of the war, early 41 or Italy campaign units theme, North African campaign unit theme etc... where people could simply play for fun or build their own tournament.
This way of building a game has the advantage of being evolutive, you add modules to your base structure, in a form of DLC (free or behind a paywall) and players just pickup what they like or need. If one day Relic feel the need to add a China war theme, they can just build Japan and China armies theme and add them as a DLC module. Players could use them in multiplayer for fun but not in the official lobby if the balance is impossible.
And then why not a new module for the Korea war...
So everyone is happy
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I don't remember my score but it is not difficult to finish the hardest mode without investing any point in upgrades. The campaign is really simple, there are 1 or 2 tricky scenario you need to know to handle it well.
I think the most tricky one is when you must recover abandoned vehicles, you need to know where are the best one before the IA grab them. |
Double REs in cover best one or two kubels, and they lose AI power meaning rifles have an easier time beating his inf.
T1 of USF hardcounters OKW T0, OKW T2 hardcounters USF T1, USF T0/T1 soft counters OKW T2.
I do 2xRE for its capping power. Unless being lucky or capitalizing on a player mistake, dual RE isn't going to give you any advantage vs a Kubel or dual Kubel on a fighting situation.
Players tend to be better after so long on the same patch and know how to manage their Kubel, It is really rare that I kill a kubel before 5 minutes only with RE and Rifles. IMO, the best use is to fast cap all territory points, they give you fuel and munition. I combine it with an early BARs unlock + ambulance and then T2 Stuart/M1
Personally, I use the mechanized commander and a WC51 as a shock unit for the first minute, catching Sturm or Kubel or Volks unprepared and getting some kill if possible. After two minutes, I only use it as a mobile support HMG.30 and to move troops faster to flank or cap. It deals reasonable damage and is easily repaired until CP2 and a refit. I usually get it vet2 before let it go. |
2 RE, 2 rifle, LT, M20, .50, Racks >> Captain
Against OKW, they have the T0 advantage until you get BARs and smokes. You want to tech up ASAP, minimize your MP drain, and nullify their Kubel. 2 REs working together easily wreck a Kubel, and can split up to cap the map faster. 2 Rifles has less offensive power than 3 obviously, but saving MP is worth it so you can get a .50 cal
and M20 out immediately. Your priorities then are immediately attacking them with your T1 units, and then researching racks so your double REs can ward off the Luchs.
They can apply so much pressure on you than going T1 may be your doom. Dual Kubel into Luch, if you go T1, you'll be helpless. |