Cons are screwed without sandbags... Damn, they are already a drain late game, with sandbags.
Are you proposing to buff cons late game, or just take sandbags away, with nothing in return?
It's kind of sucky, that they are the only mainline infantry in the game, that have zero use late game, other than capping and building damn sandbags.
You really want to take one away?
+1
Cons already have the +.07 received accuracy, so their life expectancy outside of green cover is suspiciously similar to 0.07 seconds. I don't complain about it though because if I did, everyone would tell me to fight in green cover, noob. Now people want to complain about the green cover?
Volks get panzershreks, Grenadiers get LMG's and can use panzerfaust, rifles get either LMG's or shitty, overpriced bazookas. Cons get nothing and end up scaling worse into late game than any other basic infantry. To top it off, keeping the +.07 to merged models nerfed the one of the most useful thing that Cons did. Now, their best use is to make sandbags for other units. |
No rip to 34s cuz people will still play it despite it is a total trash. It is now a total trash statisticaly and in terms of gameplay but most played mode.
It used to be good for finishing a 2v2 if you were ahead. Now it really out to be replaced by the T34/85 in T4, and replace the T34/85 in Guard Motor with a 6 or 7 cp T34/76, buildable from T3. |
Really nice, but what is sence buffing ML-20 if it will be divebombed in next minute.
Muni on demand wasn't nerfed enough to give ML20 any longer life-expectancy. The difference is that now it will shoot 8 shells instead of 4 before it dies, taking 600mp with it.
Not sure how the rest will turn out. I like the change in price to the ISG. In addition to lowering the price, the ISG, pack howie, and 120mm should have had the pop cap reduced to 8, IMO. |
The KV2 with 320 armor and 1280 health would be a midground between the Tiger and IS-2 armor wise and have the KT's health. Also the ISU fix should be applied to the KV2 because super powerful anti-everything shells are retarded gameplay wise on long range units.
It's limited to one now, so it kinda need to be able to hold its weight against the enemy by itself.
In general, I agree but the KV2 has a range of only 40 when not set up. Its DPS is lower than OST or OKW medium tanks.
The ISU "fix" nearly "fixed" it into oblivion. The 12 second switch, combined with how badly it gets destroyed by shrek blobs make it difficult to use in larger games.
I tried Industry once since the patch and hated it. Too much fuel, too little manpower. I also don't think that Relic could balance it for all game sizes. Either it would be garden pudding in 1's and OP in 4's or vice-versa. |
There seems to be a bit of a favoritism.

Assymetric balance. The numbers still add up to 100%. |
Haha I joke. Panzerfusilier
An upgrade to rifles that would make them similar to PF's might make the doctrine usable. Combat group is too expensive, and the possibility of para's getting bazooka's make this doctrine a non-starter. The armored car didn't need the nerf, especially after the canister nerf. |
Amusing stat of the day:
The two people that said the bazooka was okay in price and performance have played a total of 14 3v3 and 4v4 as USF. They have lost 13 of the 14 games. |
Well COH.org is hosting a mentor program for this summer, so why don't you and your friend sign up? I too have found Allies to be more difficult, and I was terrible with them. I persevered and now I am definitely better and trying to dig myself out of a negative W/L ratio with Soviets.
I will say USF is THE hardest to play faction right now, because their design encourages blobbing riflemen and the buffed Axis MGs crap all over that play. Plus Stugs and PAKs with TWP chew through Shermans. I would start with Soviets go more T2 with team-weapons before trying T1 which requires constant harassment and microing of clown car and snipers.
Clown car with flamers, sniper >>>>> getting rekt by Walking Stuka or turbo mortar
I know that most people are complaining about MG42 but it really doesn't seem like that big of a deal. On the other hand, the turbo mortar with its crazy fire rate has a tendency to RNG Soviet snipers, which doesn't seem to bother anyone, even though it happened a lot more often than a Soviet mortar killing a Ost sniper (which obviously required a significant buff to be given to the Wehr sniper). |
CAS has made the B4 kinda pointless, but it is very much still a good choice. With vet 3 it's accuracy is borderline broken. The KV1 is also a good steal of a tank, 145 fuel for a very tough T34 with better DPS.
EDIT: I should explain; the KV1 has the same gun as the T34/76 but without the "bugged" reload time and with the very good vet bonus's it gets a high vet KV1 can put out a scary amount of DPS while being fast. At vet 3 is has something stupid like a 2.1 second reload.
With only 80 penetration at range and a range of 40, it can be tough to get them vet in anything above a 2v2. I hadn't noticed the reload, but then didn't use them much anyway.
I did have someone use a couple of them against me in a 1v1. They still die to JP4, raketen and shreks fast. Having someone shoot B4 at Panzer Schwerer can be somewhat worrisome, but, in that game on Semoisky, it didn't actually hit anything. |
soviet 152mm was great before because of precision strike and no osteer use 105mm because of precision strike will 1 shot decrew it or destroy it
now since precision strike is gone, i can see some use of 105mm and less ppl using 152mm, however both art is piece of S**t atm, it got counter by any off map art, or rocket barrage, it is average like 1-3 time ability use life span, and it is very hard for them do deal 600mp damage during that time, so they is 1 of the 2 worst mp investment i think, the other one is flak emplacements
ML-20 is anything but a POS. Were it not for Stuka, I'd have one on most games. When someone is using Panzer tactician (or whatever it is called), if they stay too long and get low on health then I'll barrage the retreat path because ML-20 does 240 damage. I've even killed a retreating KT with it. It does have precision strike, and while it will not kill a tank unless less than 240 health, it does kill the repairing unit. At vet 3, the reload is okay.
Being able to slowly move on-field arty would eliminate my objection to the Stuka (but still not the ammo conversion amount in CAS). The siren gives a lot of warning. |