I have no idea why suddenly everyone thinks that Penals "shouldn't be punished" by circle-pushing by light and mediums.
Do sturm pioneers have a snare option, while possesing an AT weapon, or even Pz grens with shrecks, a dedicated tank hunters squads? You want a snare, get a mainline infantry like everyone else (sorry brits )
Why the hell everyone thinks that penals should be able to repel vehicle rush? Are sturm pioneers should be able to do the same? No. Both of those units have soft AV option to keep vehicles from harrasing them without any consequences. But if you want to really punish vehicles, get a fucking at gun or in case of soviet T1 play, field an ealier SU 76 or t70. T1 in soviets was always about early infantry domination and now, with the PTRS upgrades you are able to hold your own against lights in T1, which would be fair IF those PTRS package was what it supposed to be: a soft AT counter, without actually being spammable upgrade that:
1. locks down light vehicle play for wehr (once enemy has 3+ squads of those (oh and im sure he will get them)
2.makes infantry skirmishes trobulesome as well since Penals do not lose their AI potency
3.makes any vehicle sprearhead very risky since resilent, 6 man squads with rambo like demo charges will be waiting to bum-rush any advancing german tank who would like to finish off retreating soviet vehicles.
I've said this in the Winter patch preview and I'll say it again. you cant, as Soviet in T1 have elite, superior infantry in the opening, faster tanks avaliability AND hard AT. its like having a cookie and eating it at the same time.
It is because shreck is a threat to any kind of vehicles but ptrs isnt except for light.
I'm making this post give a glimpse about how we (the balance team) feel teamgame dominant meta could be changed to be more fun and more diverse.
Part of the reason I'm making this post is to openly declare our intentions to the community and get some feedback.
Preface
Highest priority changes
High priority cheese
1v1-affecting cheese
Good-to-have stuff
I still remember you said the win rate on coh2 charts should be stable after a few weeks when people start to adapt to the new patch. But now, its already a month and the win rate of axis no matter in which mode is significantly higher. I think this should explain something?
Appropriate nerfs I would think would to raise the reinforcement cost, lower suppression a tab (Just so it didn't instant pin) and possibly raise it one cp. In turn, buff it's ap rounds.
The M4C Sherman is fine all to me, I do think it should be tied to tech along with everything else that isn't yet.
You must not lower the suppression. Otherwise It will repeat the tragedy of vicker without any garrisoned range bonus and extra sight that allow volks blob to throw flamenades from the front
nerf sturms? nerf kubals? nerf volks? come on guys be serious here. Stuka dive bomb either needs a price increase, or better indicators where its guna land
It needs both. Its death critical is ridiculous. Tts damage and AOE are already overpowered according to its price when compare to ally equivalent. Even though the ally equivalent is weaker, ally ability has flare also. Thus, SDV has to be the same.
Dshk is op? I still remember how the "skillful" axis player use its grenadier blob to "flank" my dshk from the front and using rifle nades to wipe my full health dshk. Another example is a "OKW dedicated skillful" click from stuka that wipe my dshk in a second. Simply you can't measure late ally mg using the same standard considering axis already having a lot counter option after 8-10 minute mark. Axis is always easier to play against ally team weapon spam.
For M4C, I don't mind it being locked behind tech. But please lock command panther, stug e, strum tiger ,jagtiger, elefant ,is2, isu152, kv1 behind tech also.
Kindergarten? How is making the argument that a balanced and high-level player card = more likely to have a better grasp of the game somehow toddler behavior? That makes no sense.
I think the playercard situation is caused by people who don't post their stats but are happy to shout loudly and fill the forum with, what is probably, nonsense and bias. That wastes people's time. So "Playercard or gtfo" seems to be a valid argument.
Also, you may need to nerf penals somehow and/or put faust back for OKW after truck call-in. All I'm seeing in 2v2 is penals and M3 for dayyyyyyyyyyyyyyyyys
If you gotta nerf Volks, do it, I don't really care. I just want a nice fun early game with less of this light-vehicle BS from 0CP and T1. It really spoils the flow of the game Nerf the Kubel if you have to too, just get rid of this clown car nonsense for the love of goddddddd
At least you can build an ATG as OKW. As USF you have nothing to do with kubel spam.
Lots of people suggesting replacing SP with Volks as starting unit.
This is just not a good plan. It will mean OKW will have nothing to stop Brits from controlling key points at the start of the game. Volks cannot compete with inf section at the start of the game in the hands of equally talented players on an equal map.
Really I hate to say it but Sturms need their AT role taken away and then tone their damage down slightly. Shreks needs to go back to Volks. The kill all terminator Volks blobs wont be so big if players have to make tactical decisions about which sets of Volks to outfit as AT (I.E. shrek) and which as AI (I.E. StG).
Probably though, this kind of stuff will be way outside of Relics allowed scope anyways.
Giving strum to okw is not a good plan either. It means ally have nothing to stop okw from controlling key point at the start of the game.
Why are you saying it's an "auto win" if Axis gets into a building? Use your free Mortar smoke, tech early grenades, throw frags. You have time in team games to dick around with teching because presumably someone on your team will get an AEC, T-70, ATG, etc. out fairly early so you don't have to worry about rushing to a Stuart as USF to counter the 222, Luchs, or OP (too much damage too quickly) Flame halftrack. Tech weapon racks while you're at it.
I think all the Allied nerfs last few patches have really, really put Allies on the backfoot in team games, but your complaining sounds like L2P issues and/or you just want things to be really easy. Nerfing Sturms and buffing Rear Echelons would absolutely break the USF vs. OKW early game considering Rifles are already quite a bit better than Volks. You're also complaining about how the Kubel should be nerfed in other posts... so you basically want to walk over OKW with no effort. Not going to happen.
You smoke the garrsioned MG doesn't mean there isn't another MG behind can fire on you. Not to mention volks blob and sturm and flame nade will shred you into pieces once the smoke is gone. And also not to mention rifleman will get out-numbered by volks no matter you tech for nade or not in the early game. And also not to mention one or even two MKII nades are too weak to clear a full health garrisoned mg42. Just try to play more team game as USF on high level 4v4 matches .
We made USF mortar range short, so that it's no longer spammable, and doesn't completely wreck OST early game in 1v1's, which is forced to be stationary by design; especially with 222 changes to respect the light-vehicle meta.
The USF mortar is supposed to carry you until you can field light vehicles or the pak howitzer. The pak howitzer itself does need some buffs. However, again, pak howitzer changes need to be carried out with respect to 1v1 sensitivities.
The trick with USF mortar is use barrage and relocate. With high setup/pack-up times, and prudent use (e.g., reinforcing in an ambulance), it can help you get through.
4v4-early game meta will always be a secondary concern compared to 1v1 balance. As factions get rebalanced, we cannot promise that early game meta will remain the same. e.g., 4v4 early-game was dominated hard by allies pre-patch; nowadays, it's the complete opposite.
At the very least, however, we -can- smooth out some of the 4v4 late-game issues to give all factions a remotely equal chance at the late-game. That way, if your faction happens to suck in the early game, you can always try to hold out until the late-game, try to outplay your opponent, and try to make up for it then.
Games that are decided within the first 10 minute mark are not interesting to play. We've already had that for 2 years pre-Brit release.
You already nerf the mid game of usf and take away the only turning chance of USF of light vehicle. I think you must give some thing back to USF early game so it isn't always forced to lose at the beginning.
There is two way to fix this issue. First is fix the unit of variety problem of USF, so it will actually be COH that the first unit is a paper ,scissor ,stone game . However I know it would be never happen because there is too much work to do so. The simple fix would be either buff USF first unit or Nerf OKW first unit ,so USF can have a chance to get into the building of controversial point or force the OKW sturm leave the building before the ost mg garrisoned into it. So axis wont be auto win in the very beginning of the game everytime and USF can actually play defensively until more type of unit is able to build.
I think I would easily pick current USF mortar over Soviet mortar, especially if I only have 4-man weapon crews. USF mortar has shorter range, but better packup-setup (which requires micro to use).
You simply dont understand 4v4 usf early game if you give out such a statement.