The Raken is a Tier0 unit. And that make it pretty easily being on the field any time you need an AT. making it more accurate would simply obliterate any early light armored vehicle tactic.
My opinion is that the problem doesn't come from the Puma only, but the Puma and Shrecks. Before there was a trading compensation with the 66% ammo incoming so the player had to choose between one or the other, now it is easier for OKW players to have both on the field since the last patch and that make the Puma a real nightmare, not to deal with, but to take down because a good player will always have 1 or 2 shreck squad side by side.
Something like having shreck development linked to tier1 building would probably brings more diversity on the field by delaying one or the other. |
If a axis player has full pop cap (with the Ace) he gets only 75 MP per minute. If the axis player only has the ace he gets 186 MP per second. That means if you can play around the ace and kill his other stuff (that is hard to replace because of the low MP income), the Ace will end without support and is easy to beat. Just dont bash your head against a supported Ace.
Agree with that, you shouldn't try to engage the Tiger first but kill his infantry. He will have severe issues to reinforce his squads. Next action is to succeed to damage his engine if possible.
Let's be honest, that's a gamble, but killing his infantry and capping objective flags will turn the Tiger own odds to your advantage, A tiger cannot cap and is slow when engine damaged.
So in the middle of that, if it works, the player behind the tiger should try some stupid actions and here is your windows to take him.
Does not work all the time for sure, but that's how I mentally plan to act vs it. |
I'm still wondering why Rifle Forward Obs are CP1...
M8 is way too much redundant with the utility car and canister shot not that powerful for its price
Para call - random and don't bring anything better than you can get from regular troops.
Is Pathfinder offmap arty better than the mechanized commander one? |
happened to me last day, stupid Stuart firing at Infantry rather than the PUMA. The worst was I was clicking on the puma but he decided that sturmpios were a biggest threat to him. |
Blobs weren't that much existing in vCoh, maybe the piospam strat or on some 3vs3 / 4vs4.
From memories, I started to encounter blob with OF addon.
- Increase of resource generation per point and map, so more munition to spam
- Blob tactics for Brits and PE, two factions completely badly designed for multiplayer. Oh wait isn't that actual Relic dev team who created this shitty addon? |
I thought bulletins couldn't stack. I'm disappointment. |
That is contradicting. Stronger early game of US vs weaker early game of axis would lead you to winning the game, if you play as good as your opponent does. In this scenario, you would only lose if you fail to use your strengths in the early game.
Hum... not. A strong early game make you domination the early game, not winning it instantly and this is exactly what's happening today. If you player Better, you'll probably make him surrender if you play as equal as him, you'll cap 70% of the map as the game is design for and he will have the resources to wait till late game with his elite infantry and big tanks.
As Axis player, you know the early game isn't favorable for you so you play safe, you do not need to be that aggressive and outplay him. And when come mid/late game, you still don't need to outplay him because your units are simply better now, elite infantry and best tanks on the field.
Everyone can feel when he has been outplayed. I'm feeling outplayed as USF when I lost early game-mid game (except when I give him the win by doing mistakes), not really when I lost late game, that just game mechanics. |
My feeling is since COH1 relic had a idea of design - that was working in COH1 but no more in COH2.
Having USF faction strong early game and poor late game, and Axis one's weak early game and strong late game is an issue in COH2. The issue lies in the fact, late game, if you play well as Axis you are rewarded by having the best infantry and best tanks. Playing well as USF isn't rewarding. You mustn't play well, no, you must play BETTER than your opponent to win the match.
And this is why many people prefer to play Axis, because you don't need to be better than your opponent, those tools Relic is giving you are already better so just use them normally, don't wast them and that's it, you don't even necessary need to take the initiative, just play on USF mistakes (because the USF player needs to take the initiative) wait 15 minutes while playing equal and you'll be rewarded in 80% of cases as the late game is for you.
This concept is balanced well at high competitive level because there, people wants to play better so USF isn't that much disadvantaged in hands of someone who know very well to use it. But in the average tier, people just don't care about being better, they may have 1 or 2 hours to play per day, even less (like me) and they just want to have fun and not being in a competitive mood in order to win a game in less than 20 minutes, or to loss 2 or 3 games so you play vs lesser skilled players and start winning games again.
I'll tell you a secret, but as USF player, I like to face Tiger and other big stuff because it's cool, you have to play well vs it, and killing those big units is rewarding a lot - flanking with jackson etc... Tigers, KT aren't the main problem. the problem is when they come, as USF you have already lost in 80% of time. So people complains about them because they are the kind of symbol of late game domination, when they aren't the issue because those units alone aren't dominating anything. They are dominating because of Axis powerful infantry that support them, Shreck + LMG in hands of Elite Infantry.
My understanding of the issue is:
Axis infantry shouldn't be that strong late game and Allied infantry should being less strong early game and really powerful late game. We should have a kind of reverse polarity.
Early game, Axis infantry should be strong.
Early game USF infantry should be average.
Mid game, kind of equal but mid tanks hit the field and see who is managing them better.
Late game, USF infantry should be as powerful as Axis one is today, but still only have mid tier tanks to support it.
Late game, Axis infantry should be weaker but with the support of heavy tanks make their job as support units.
So late game would be one side with a strong inf supported by average tanks vs strong tanks supported by average infantry. |
Dunno which of my History teacher told me that actually Mussolini was one of the main factor for the Eastern German campaing disaster. He decided unilaterally to attack Lybia and has been kicked severely by UK forces around so Hitler delayed his Barbarossa plan by 2 months in order to save his ass with the Afrika Korps.
If Hitler had attacked Russia in time, in the early spring instead of waiting 22 of June, he would probably had taken Stalingrad before Winter and gaz fields behind...
Not sure if it would have change a lot at the end, maybe yes... maybe not. |
Thread: LMGs9 Aug 2014, 12:48 PM
Cruzz made an interesting and well received suggestion for LMGs in the Relic dedicated thread for feedback on long range infantry combat:
http://www.coh2.org/topic/20942/action-items-balance-feedback-required/post/186930
If it seems good on paper, it will be a nightmare in game. You'll rush the LMG squad with your SMG one and finish with a 4 men squad alive but almost wiped out and still didn't inflict any damage, in close range and fucked up because you can't anymore retreat - not enough hp and the deadly LMG accuracy at short/mid/long range, it will just be a lose your squad Run just to get the possibility of what, killing one model of the LMG squad before being wiped out? Better having the actual gameplay, at least you are not going to intent stupid actions because you see your squad models still up during the run.
LMG maximum area of damage must be short as SMG one, one works on far range, the other works close range. Nothing less nothing more. At the moment a squad move from the area of damage, the dps dealt to it must become ridiculus as for SMG dps.
If it is not what it was in real life, at least it is balanced. |