Unlike Many tourney's run through coh2.org we don't have a sticky on the frontpage or a news announcement I feel like there has not been a central location to discuss said tourney like a grand hall place ect. and that has decentralized the conversation for at least this forum. I do find it alot easier to discuss the actual gameplay on twitch through with people viewing it at the same time. It's a bit easier to communicate in that regard.
I think that's a good assessment. It's honestly hard to talk about for example the exact spot where somebody positions a mine and how they set up their units to scout before placing it ect. without having a visual reference. But these are the things that win games so much more than any generalized build order
Also Go Noganno, he memes the hardest and camps the least But I also like luvnest hes a wonderful gentleman
I still think the maxim should be buffed. I don't see how its still the same price as mg42, and requires a tier. Increase it's cost with the buff if you're worried about spam
As Someone who plays a decent amount of team games I can recognize the concern. On a map like Steppes, the Raw HP of Maxims makes them very difficult to counter early on. Maxim's are not cost effective units but they can really hold ground very effectively if you have several. In 1v1 this is terrible but when you only have to try to hold like 1 resource point it can be very effective.
Units just don't have enough DPS early on without upgrades or grenades to displace maxims. I don't really think you could resolve this without reducing the vet 0 crew size b/c the maxim is still terrible and 20 mp per model is super hard to keep up with in the mid game when units are capable of dealing with mgs more effectively. Not that it can't be beaten but if your unprepared at minute 2-3 when the multiple maxims come you can get forced off and have a terrible time getting back on the fuel.
Anyways, Soviet T1/T2 should definitely be looked at if possible. Soviets are fine in general but between minute 1 and 9 when a t70 comes out you can't really tech to any impact units without a doc and it can be quite painful.
TLDR; Making t1 and t2 more viable as bridges from cons to the t70 would be much appreciated. Rather than the current all in t1,t2 or con builds we frequently see
Without an M3 you may have a bit of trouble displacing mgs or pushing infantry out of strong cover/garrisons easily. Penals will be outnumbered and have no grenades or upgrades.
You should focus on getting a flamer with your first 60 munitions to help vs these situations and buddy them up with 1 or 2 penal squads to push through heavy resistance.
Penals are a bit hard to make work with their reinforce cost though, It's important to make sure you don't lose too much manpower at 27 per model losing 5 penals is almost as expensive as a whole CE squad.
Try to purchase healing early, keep multiple penals together to improve efficiency and don't linger too long before retreating if your squad is taking alot of hp damage to mitigate some of their weaknesses.
Probably looking at a heavy tank adjustment, serveral UKF changes to make them more competitive, a bunch of the bugs worked out.
There's been a lot of discussion about other topics but it doesn't seem like there's consensus on what direction to go for any of the other factions so probably just minor changes.
Maybe some commander adjustments as well. There are still many that aren't great, though there are alot of viable commanders at the moment.
I think that's a fair analysis of how you should play the map. However I do find that in practice it's pretty much impossible to lock down all angles of approach to the Fuel, cutoff and VP's so it provides good opportunities to harass vps or Flank from whatever angle you choose.
Haven't played a lot of games on it so far but it seems to have a nice flow so far as a result of this dynamic.
I do think the mid Vp red cover should be removed. You are forced to cap vps by game mechanics no reason to punish players for doing so. Additionally you can cap in green cover on one side but not on the other so that should be adjusted to be symmetrical.
The effect of high CPs on heavies in 1v1 is it allows the opponent to field two or three mediums before the heavy can be deployed.
Trying LVs into tech-tied CP 13 heavies would probably end badly because medium armour has a solid time window to do its thing and kill the lights.
I think the Player will still be incentivized to get heavy tanks when the heavy tank will come out before a second medium tank and for equal or lesser cost. You only need 1 or 2 at guns to hold out during this gap if you aren't already ahead from light vehicles.
The Kt and TA and Croc don't really seem to come to early.
The Pershing, IS-2 and Tiger all do. None of these require more fuel or manpower to unlock over a normal medium tank. (tiger is -40 mp and +10 fuel over a p4 if you get BP3 instead of a t3 building, but does come a good bit later if you build mediums first with the t3 followed by BP3).
I think the Pershing, IS-2 and Tiger need to be just a little more expensive to unlock giving more space for other units to do damage and also defeat them later if used properly.
To me it doesn't seem like making a player choose to float fuel and wait for the arbitrary timer that is Cp's is an intuitive solution. Players should be presented a discrete choice not told "wait this long".
Editlike3minslater: I think Cp's makes it easier to spam light vehicles into heavy tanks. Alternatively A tech cost increase would give medium vehicles more space to be effective so it depends on which counterplay strategy you want to make effective.