Not a bug, though, surely? (Happy to be corrected,)
As others have said, this didn't happen until WFA was released. I probably should have mentioned that in my original post. |
I'm surprised that nobody has noticed this yet. In the Soviet doctrines that allow vehicle crews to self-repair, the ability still has a circle with a line through it over the ability icon even after the repairs are finished. That way, when you want to use it next, you have to turn it off then turn it back on again, which can take a little more time than desired due to cooldowns. |
I'll agree that the south cutoff is needlessly further than the north. There is also a lot of heavy cover around the middle VP from the north spawn, which makes it really easy to lock down with MG's. I feel the map favors the north for these two reasons. Widening the passages the south takes into the middle VP area would at least help to alleviate it. |
the thing is once the axis get LMGs then they just do an attack move, and pin your squads and wipe them out. All they have going for them is that theyre slightly survivable against vehicles becuase of their numbers.
I'm personally somewhat ok with this. the main thing that i dont like is that soviets have no mid-late game infantry. I feel like penal squads are SUPPOSED to have that role. but in reality they just cost more than conscripts, have less abilities, and perform about as well or worse than them...
What is the penal squads role in this game? what unit do they counter? I think if they question could be answered than the soviets wouldnt feel so underwhleming in the infantry sector late game.
I think penals should be the Soviets' Conscript +1 type unit, but currently, all carbine weapon profiles are rather lackluster, which is why penals don't seem all that particularly well in comparison to conscripts. I think if/when Relic changes this, we'll see penals become a lot more useful.
Also, LMG's don't suppress/pin, only HMG's do. |
I think what could be interesting is when conscripts reach vet 3, they are promoted to Strelky squads with increased stats and also are "permitted" to buy some higher tier weapon upgrades like SVT's, PTRS's, or DP's, or whatever have you. Veterancy rate can be modified if need be. I think it would give conscripts a lot more late game, and make them have to earn it instead of just being an upgrade. It would give Soviets a more elite non-doctrinal ability that would appear late game, but keep it unique to Soviets in that they have to be earned rather than bought. |
I'm less concerned about balance and more concerned about the lack of strategy variety for most factions, though I suppose that's balance in and of itself. Soviets basically have to maxim spam or sniper spam into T34/85's or ISU-152, Ostheer have to gren spam into PIV into Tiger, Americans have to rifle spam into Jacksons or Easy 8's most of the time. OKW have the most variety of any faction, which is a step in the right direction for the game.
I think the other factions could stand to have their extinct units buffed into non-suckiness. Soviets are only competitive because of doctrines; without them, they'd arguably be the worst faction come mid-late game due to underwhelming stock tanks and prohibitively expensive tech-switching, though US late game is pretty bad as well unless you controlled 90% of the map for most of the match. Wehrmacht tier 4 is overpriced and panzergrenadiers are but shadows of their former selves. Americans need earlier access to something other than rifles because they're a rather boring faction because of it. |
Wouldn't it have been easier to just post this in the thread? EDIT: Okay, apparently you did. My bad. Haha. With that said, though, I do agree with your angst directed at chokepoints. I, too, am no fan of the abundance of them, especially in the newer maps. |
My list will not include balance, but rather just game features in general. Relic has been really great with adding and tweaking stuff over the year the game has been out, so let's hope they'll keep up the great work.
- Native faction languages. The voice files already exist, so why can't I use them without changing the entire game to that language?
- Better map sorting. Or should I say, any map sorting at all lol
- High popcap/high resource option in custom game lobby so people will stop ruining workshop maps
- Something to do with duplicate war spoils. I wouldn't mind getting duplicates if they meant something.
- Custom hotkeys. Man, do I hate Reverse Gear being on U and I don't want to use grid hotkeys.
- A weapon icon above Shermans so I can more easily tell if they are using HE or AP rounds
- A way to control which direction your turret is facing. Currently, trying to flank a tank often leads to your turret turning backwards to hit some random infantry squad you're not focusing on.
- For Kholodny Ferma to be properly listed as Kholodnaya Ferma. Or Fyerma to reflect the soft E. This has bugged me forever.
- For Kholodny Ferma and Langreskaya to be 2v2-enabled in custom games again, but not in ladder
- Easy-Expert AI doesn't get resource hacks, then have separate cheater difficulties for that extra challenge
- Veterancy descriptions that include specific numbers and percentages
- Weapon slot indicators in the units' descriptions. It's annoying to tell how many each unit has and what's in each, especially on riflemen.
- Something to do with the Battle of Kursk. Even if it's just a few multiplayer maps. For that matter, future maps to be more open and not as chokepoint-heavy
- For engine-damage projectiles like AT grenades and panzerfausts to not have laser-homing capabilities and infinite range once the attack has been ordered. It should be possible to avoid these with good micro. It's rather backwards that I have to be more wary around a grenadier squad than a freaking enemy tank.
- Whenever another batch of factions release, please not another German faction. With the Eastern Front mod for the first game, I've already lived through five German factions lol. I just want the Japanese already, even if their tanks all suck. Haha. |
I find it odd that the Soviets don't have mainline infantry, that is to say, strelky. Either you get peasants basically forced into service (conscripts) or super elite doctrinal units (guards/shocks).
To be on topic, you basically shouldn't use conscripts against OKW. Just get maybe one squad to be a meatshield for you snipers or maxims until you get doctrinal infantry out. That's just the way the Soviets are designed to fight OKW. |
You know, on second thought, I do actually like the new mortar sound. The higher pitch makes it sound like it's coming from higher in the air. I actually remember when the sound overhaul happened during the beta, actually. I remember disliking the sound change at first but I grew to appreciate it.
But I'm going to second myself and say again that BARs are in need of a sound overhaul. They sound so weak. And I'm still butthurt about the MG42 sound change. That'll never grow on me. Considering how good Relic's sound design is overall (those tank engines, oh baby), it really comes as a shock they'd use such weak sounds for these weapons.
Yeah, graphics and sounds are suprisingly were alot better in coh 2 beta.
Also, for some resaon, back in coh 2 beta, all units had different vet 1 capabilities, then relic decided that all of those need to go and replaced with medkits/ tripwires
Not all of them. I do, however, remember the conscripts got an ability like Zeal from Terror Doctrine in the first game. I liked that a lot better than trip wire flares. If I remember correctly, the German one kind of sucked. |