This seems to be a recurring balance issue. Technically allies don't have heavy tanks they can spawn at this time anymore. So they must rely on rushing out tank destroyers/at-gun walls or try and camp the VP and win within 30 minutes. The patch has only been out for almost a week but I'm curious if 4v4 players are having a hard time finding solutions to this issue.
The best solution I've found is to be the player with the Tiger.......
The OKW commander with the Tiger is my new favorite. The KT is really mediocre in comparison. The KT is really hard to lose but it spends too much time getting repaired.
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Panzer IV: 125/115/110
E8: 200/165/155
Furthermore, E8 can actually survive another AT shot unlike the OKW PIV which is always at 640 vs 720.
Anyways, E8's main issue is the commander is pretty meh. The tank can do good work, but the only thing really backing it up during its time frame is the WP barrage and maybe the odd flamer.
Isn't it the OST PIV that always has 640?
I still think the E8 is more underrated than underpowered and wish the USF had non-doctrinal access to it, even if it required all the officers or even and additional upgrade to base. |
They were used on close urban maps. That should be their role. Also the M10 and the Bulldozer were just buffed so the doctrine is viable even without terminator T0 call-in infantry.
No, not really. They were way too squishy and too expensive. Calling them "terminator" infantry is taking histrionics to a whole new level. If you really want to back it up, start playing USF instead of OKW, then use your "terminator" infantry on maps like Vaux, Minsk, even Alliance, and post your replays of wins here. |
USF
- Assault engineers back to 4 men and 5th men as vet bonus at vet 3
- Pathfinders call-in starts on cool down and has longer cool down so USF players don´t spam Pathfinders as mainline infantry
So you need a hotfix to change assault engineers back the same state they were when nobody used them? |
Riflemen flares and Sprint should be merged into 1 Commander ability. Ez8 is fine, the Doctrine is what needs help.
Not sure what to do with the extra slot. Gotta be careful when you merge abilities and just add something (ahem, overwatch...)
I Don't see how this would be more in theme for the Commander. You removed two riflemen abilities that aren't on other commanders and added two riflemen abilities that are already on 2 commanders. The strangest thing thematically is Rear Echelon flamethrowers, but that should stay? I'm with you on the EZ8 point thats being said
Also this Commander seems to be about agressive tactics. M1919s and mines/bunkers are defensively minded abilities
They put the flamethrowers on the RE's when they took them away from riflemen. Riflemen with flamethrowers made playing against this commander really tough a couple of years ago. Nobody would support putting flamethrowers back on rifles.
As for the other abilities, Sprint really needs the debuff removed. It makes it worse than worthless. Flares work, but also seem like a waste of munitions, especially considering how short they last and how little gets illuminated. White phos can be okay in a few circumstances, but is overpriced and less useful than regular smoke in most cases.
Also, maybe it's just the way that I play but I don't think of 1919's as being defensive. They're almost a necessity on open maps. |
Don't change the tank, change the commander layout.
+1 - The E8 seems mostly okay, AI might be a tiny bit weak for the cost but it isn't a bad tank. The rest of the commander is pretty weak. The debuff after fire-up makes it worthless. I'm sure the usual people would defend it but if you added a debuff to the similar axis abilities then people would be screaming. White phos and flares are overpriced for very little advantage. Flamethrowers are helpful on some city maps, but how many people are going to put this commander in their loadout for that, especially when they can get the flamethrowers from Armor Company?
Pull out white phos, fire up, flares, put in field defense, 1919, and the off-map from Infantry Company and this would be a lot better (plus the abilities would follow the commander theme instead of the strange mix it has currently). |
Close the pocket is one of the hardest things to pull off in the game hands down.
It's equally punishing OF allowed to remain active but all you need to do is reconnect the cut off territory. If you held 75% of the map I hardly thing it would be so hard to push back slightly and recap a single point...
There's only a couple of maps like Trois Pons which have territories arranged so that Close the Pocket is somewhat do-able. On most maps it is really difficult to pull off. Even on Trois Pons, you can make it much more difficult for them to pull off by covering one point with a fighting pit (as USF). Other than that ability, that commander is really mediocre.
Balance on 3v3+ doesn't seem that bad right now. It's usually "worse" when you see USF players with the Calliope commander in their loadout. |
Assault Engineers are fine most of the time: they're snareless CQC units so later on you've got plenty of ways to counter them.
The problem is how quickly USF can field and mass them, so the solution I think is to make them slower to build: make Pathfinders and Assault Engineers be built from the HQ with a build time comparable to Riflemen.
That way, you won't have USF having two squads on the field right at the start, and two Assault Engineers in the time it takes to build one Rifleman squad.
If Assault engineers do get nerfed, I hope they just make them buildable or change the cooldown timing to make them come out at the same time as if they were built. The other nerfs that have been suggested, like removing the 5th model, would revert the unit back to the same state that it was when nobody used them.
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Assault Engineers
Not on the voting list for some reason, but these need to be toned down. The main problem is that they show up instantly and can do a lot of damage - especially against OKW, who won't have an MG out. Any easy fix might be locking them behind 1-2 points rather than 0, so that you can't have your army made entirely of them (at least in larger team games). Alternatively, the 4-man squad + upgrade solution suggested earlier could work, too.
I'd rather see the 1 CP solution. Another possibility might be changing them from a call-in to buildable with a time that is at least as long as rifles. It seems like part of what makes them so strong now is how fast they hit the field.
It was nice having them in the couple of games that I played because they kept me from getting rolled over by Sturmpios at the start. |
I've only played a couple online games due to health reasons, but played as USF and like the new tech structure better. I'll try the new JLI's in a couple 4v4's to see how they do.
The poll results were impressive - one of the best patches that COH2 has had. |