I agree, It would make sense to count this.
I would add, the postgame statistics in general are horribly implemented and should get a total rework to show kills per unit, ACTUAL damage done(since the numbers presented are wildly inaccurate). Model losses per unit ect.
Unfortunately there is only 1 relic employee working on Coh2, and most people do not know if he is even a programmer so I do not think that this would be fixed since it is far beyond simple modding. |
I'm fine with Skirt reduction too. My main thing is dropping the bazooka was pure cancer.
Agreed for sure, now if i build 5 and lose 1 they will have no counter |
Removing the Bazooka is practically a buff in my opinion. Dropping the Zook on the ground when M20 dies was needlessly punishing and the USF player had no choice in the matter.
I propose the M20 mines have a cost reduction to compensate.
I would suggest a skirts reduction in cost instead of mines, It would not make sense to have 50 muni tellers and m20 mines costing the same |
I would probably want to test this before comenting
But the M20 was coming out at like 5 minutes with a 3 rifle build or ~4:20 with a risky 2 rifle build
that ~420 super rush (or now 4:40 with build time?) will be more possible with 2 rifles into 55 second officer now so we will see how much worse it is.
That said it will be equally annoying until for only 20 fuel until other light vehicles arrive |
They could make sweepers detect at a larger radius.
The m20, M3, and UC each have extended detect radius. Bit hard to use vs fausting falls though |
I believe the units who can A. Move in camo and B. get bonus accuracy are as follows (other units do not get acc bonuses or cannot move in camo)
1. JLI
Bonus: Now has First-Strike Bonuses; increases accuracy by 50% for 5 seconds.)
2. Falls with vet 3+ (they can't move in camo before that point)
Bonus: Now has a First-Strike Ambush bonus of +25% when attacking from camouflage. Veterancy 5 now provides a +20% boost to their First-Strike Ambush modifier.
3. Partisans vet 2+
Bonus:+50% first-strike accuracy modifier at veterancy 2 when attacking from stealth.
Other units of note:
Commandos-get move speed
Stormtroopers- no ambush bonus but tactical assault ability can be used at any time
Grens, Pgrens, HMG- 5 second accuracy boost, cannot move in cover
Pathfinders-Cannot move in cover til vet, no bonus
I think since you are really talking about 3 units here any changes should be focused on those in particular. SInce you cannot camo in combat, camo is in a relatively good place right now compared to units disappearing on retreat and the like in previous versions
I think just adding a timer such as must be in cover for ~2 seconds regardless of movement is the best solution if this is deemed a big enough problem. If you want to squad wipe it takes good micro to control your units to fire at the right time, if the are discovered first they lose the bonus
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The Kv2 vet 1 ability seems decent but considering you only have cons/penals in industry buffing infantry is a little iffy synergy. It gives them all sprint though and it's not expensive so it probably could see more use. (25 munis for an aoe oorah and -20% weapons cd)
Spearhead would be quite strong, It would allow for self spotting and therefore greater accuracy and survivability, plus it fits the urban breakthrough tank theme, It would be a good add and differentiate it better from the IS2.
Additionally, if the Kv-1 or T34-85 is added to this doctrine in place of the Kv-8, you can remove duplicate vet 1 abilities in the doctrine.
I would also suggest looking at capping mode on the t34-85. It's okay but it could serve to be differentiated more from the t-70 and 76 by having a different ability, such as a cromwell smoke shell. Smoke being a bit lacking for soviets if you do not callin shocks. |
Are g43 storms actually worth using over the mp40s? Because the mp40s are already awesome especially with smoke nades and tactical assault or whatever its called.
I got a sniper yesterday using the g43s
You are mostly giving up the static ambush potential with tactical assault to get better all around damage b/c you do much better on the move and mid range
Just get the g43s later if the mp40s aren't working well |
they have same vet as pPfusi, and they are claimed as the best scaling infantry
Yes they are very similar outside of the reinforce cost fussiliers 25, penals 27. This is the primary factor making it hard for them to scale. Building 3-4 squads of penals, a normal amount of infantry is incredibly hard to afford on the reinforce. Late Game I find that it's more prudent to build cons, guards or shocks if you lose a penal as they will not bleed as badly with better ra, armor and or lower reinforce costs.
300/6 = 50 per model or 25 mp reinforce, but they are 27 from the consecutive nerfs following a period of penals being meta.
Who is claiming they are the best scaling infantry? Regardless of their identity, in absence of facts supporting it that assertion does not hold weight. |
Generally I think soviets are okay, I like them, I think they are probably 3rd best and 3rd worst in 1v1, but much better in teamgames.
Map control early
Generally speaking they cap a little slow if they don't go for cons early. The tech structures cost the most of any faction if you build them at the start. Plus medics also cost the most manpower, equal only to usf. Only an OKW backtech costs more. When you buy that medic upgrade you usually cede a notable amount of map control having not produced a unit with that 250 manpower, and if you really needed healing it can take some time to get back out there.
Tier 1 starts
Penals not scaling particularly well hurts a little, they really bleed a lot at 27 manpower .8~ Ra at vet 3. The sniper can be good but it's more a counter to weapons teams than an every game unit, due to the prevalence of light vehicles in current meta.
Conscript strategies
Conscripts scale pretty cost effectively with 7 man, but it can be hard to dislodge an opponent if you get off to the wrong foot. Conscript strategies rely a little bit on getting map control and holding it by fighting in cover positions and then producing a light vehicle for the midgame
Vehicles - Lategame
If you don't go for A doctrine with a vehicle callin you can risk bleeding late game if you lose the vehicle advantage. Trying to come back with 640 hp vehicles can be hard when they may die in 2 volleys. The Su85 and t34 are solid units, but they are not units i would try to spam to win a close game.
Maxims
However I think the maxim being relatively weak is the biggest problem
I see the above factors all as risks except for the maxim, which is just not as good as other mgs. Focusing in on that unit, if you build them early your map control will be poor b/c of the t2 160 manpower cost and maxim build time. Plus you may bleed badly as they cost 20 mp per model with 1.25 RA. If you build them as maybe your 5th unit after 4 cons healing, it's not really a great unit to come at ~4-7 minutes when enemies may have vet or upgrades.
On the flip side in team games you can still brute force your way through enemies with multiple maxims b/c of their incredibly durability from minute 1 its just hard to get enough shots in without being suppressed. I think this is why the maxim power level is relatively low. |