I think what we are looking at is ELO ratings falling back in line with player skill. Not only were volks a tank in their own right but a lot of their vet allowed them to play poorly.
Now the USF mortar may come a little early and we still have yet to confirm that its bugged or not but by no means is it "game breaking". UKF is actually rather weak, its lack of a mid game still cause it to fall apart, lack of indirect fire outside of mortar.
T-34 is fine, its cost effectiveness only comes from counter inf play, its pen is lacking, its accuracy is lacking, and hits speed is lacking. The Pshrek is still a strong deterrence, its not on every unit meaning you should HAVE to use combined arms like everyone else (sorry OKW fans). OSt brummbar is in a way better position, the tech price changes are very helpful and help that late game anti infantry capabilities.
Give it more time to avg out but I guess we'll lose all the fanboiis due to balanced nature of this game before DOW III hits.
Volks were most definately not a tank, or close to a tank.
The mortar is definately an issue. It consistently early game wipes squads and puts a serious bleed on through the match. Even if it stays as is, it needs to at least move up to t2.
T34 is fine if it costs a 100 fuel. The cost should match the performance, currently it performs above it's cost. I've ran tests on this and it will beat a OH P4 1v1 about 30% of the time against frontal armour.
I think you need to play some OKW to see that it's not all roses, and that some of these issues are legitimate.
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the real problem with the mortar and bofor is how much area they lock down. More specifically, the mortar emplacement hard counter other mortar and the bofor's own suppression barrage add to the firepower.
A mortar emplacement together with a bofor is impervious to most early game assault because you can't barrage it or assault it.
the bofor's own direct fire is decent, but it's only around the level of the okw's flak truck. It's the fact that mortar emplacement and bofor have the range to counter mortar that make it OP.
even the soviet 82mm will kill the okw truck if given the chance.
I was screamming at the top of my lungs about the Bofors being OP pre-patch.
Here: https://www.coh2.org/topic/52402/bofors
But turth be told, even tho I don't like emplacements or static play, I feel like as both OH and OKW the bofors and the emplacements are now managable to take out. Removing the bofors is a mistake, as I currently feel that is pretty close to balanced.
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The mortar emplacement doesn't counter other mortars, it gets countered by them as it can't move and sappers get wiped from repairing under fire. Put two next to a halftrack, that's roughly equal to the manpower cost of a mortar pit + squad inside, and then bomb it until it's down. Fun fact, if you add a pak to that you can attack ground the bofors and reinforce the losses you take from the barrage to destroy both emplacements simultaneously. Then when his emplacements are both destroyed, you have units you wanted to get anyway and he has just lost ~800 manpower.
I've hear this so many times and it's just so wrong. It doesn't work and this misinformation makes people more frustrated. To beat a cluster of emplacements you need your entire army dedicated to rooting it out. 1-2 mortars, pak, light vehicles, fire and grenades. You have to force the brace and then run everything you have available in there and once brace is over focus fire.
Once two bofors are in you need tanks to get it out. |
Cuz I don't like, when we have 2 same type units in different factions with different (but equially painful) problems, but people asking to fix only 1 of them... I stand for fair-fixing. Survivability bonus for Grens = Firepower bonus for Cons. That can be only so. 5th men for grens? K, add stock DP-28 or PTRS rifles for Cons, better PTRS, since Penals are hard-AI units.
Again - nothing against increasing survivability for Grens, but only if we also will fix "balancing" weakness of their soviet analog - Cons.
P.S. Am I only one, who think, that it is strange, that when TommyRiflemans have 4 men they cost 280 MP, but when they getting 5th, their full squad still costs... 280 (same for RE with their 210). Maybe it should at least slightly increase, because... I don't know. Getting non-doc 5th men in already ubersquad (top of the line Recived accuracy stat, top of the line firepower) is already powerful thing. Let it be compensated somehow by that.
Well the recent patch has set a dangerous precedent, by breaking the "asymetrical" design (giving OKW MG, USF mortar, USK heavy tank) they have opened up the arguement that a factions weakness can be fixed by just giving them someting that another faction has. |
My two complains are:
-Volk faust range
-I find the stgs a so-so upgrade, can't pick anything better up, loss a bit of long range potential (tested) |
The other things I've noticed are: Lack of a tier 0 MG, that is the requirement of the MG34 for a deployed HQ truck, which is complete and utter bullshit and fun destroyer, especially if the entire team is made up of OKW players.
It takes me till 5 minutes to get an MG on the field and usually comes to help hold the territory.
Squishy Sturmpioneers in the hand-held AT infantry role, I haven't really found them overwhelmed with work, it's a risk and reward factor of either fixing your tanks or defending from incoming Tank attacks, but I have to note down that I lose them a lot more than I lost volksgrenadiers, and I never did spam volks exceot for maybe once when I tried out the Firestorm doctrine for the first time ever.
OKW AT is just too squishy, volks are great for manning racketens cheaply but I haven't been able to get a Racketen over vet 2.
The other thing is their side grades, now what I propose is that their Schwerer HQ truck receive an optional upgrade for the Flak to be manned so the OKW doesn't get any more "freebies" anymore BUT decrease the price of the other side-grades.
I don't care what it costs as long as it's worth it. I'd like to see a bump to the repair speed to match the side tech cost. If the flak gets locked under side tech, it better have some teeth. |
... PG MP44s deal great damage.
Not disagreeing with anything your saying, but using the "MP" designation for the StG is a pet peev of mine. MP or maschinenpistole infers submachinegun when the StG has a greater calibre than the modern day AK47 and the concept went on to influence everything that we call an "assualt rifle" today. I've been trying to get my hands on a real one for 6 years now, but I did get to shoot both the thompson and MP40 a few times.
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That part about OKW was pointing out your reaction towards Smith comment which you might lack the context behind that thought ("By that logic, the free squads USF gets when teching up should be placed behind a side-tech wall as well.")
The whole point is that you get access to early good support weapons, sniper and 222 combo of units to complement your grenadiers. You don't gren spam as 2014/2015 meta. OH not "attacking" has been it's playstyle since it's release bar gren spam patches (against SU). You know what other factions performs equally? UKF with tommies.
This is why i don't consider the early game an issue. What i do see as a problem is fragility during the late game and when trying to fight vet3 double bar/1919 while relying mostly on sniper play. This is why i don't think a 5th man upgrade after BP3 is not out of mind. Another "issue" is the whole vet 1 system for EFA (OH+SU) and i've been in favor of improving/tweaking PG veterancy performance (by the time they arrived they are mostly fighting vet0/1 against vet2 with possible weapons). IF the gap in performance between vet1 and vet2 is closed, then it might make them a little more easier to fill the gap of your army composition.
I don't think the 5th man coming from the battle phase 3 upgrade is unreasonable. |
you're making the emplacement issue a lot more complicated than it really is.
the only emplacement the british "need" is the mortar emplacement. the bofor is entirely optional and mutually exclusive with the AEC.
the 17 pounder is redundant with the 6 pounder and firefly in the british army.
the mortar emplacement is the only emplacement without a mobile alternative, that's it. One type of emplacement.
all this stuff about redesigning the british is ignoring the mobile army they already have and complicating the issue.
I think I'm not getting my point across. I think the Bofors is fine as is, but locking down a side of the map needs to push back the time their armour shows up. |
It's fine as is, as long as it gets a 20 fuel reduction. |