Just wanted to point out something in your logic.
Fine IF (only one possible doctrine selection)
I would not call that fine.
Ost mid game is fine if CAS is selected in 1v1 vs USF. No balance needed....
USF obviously needs help to make late game less micro intensive, but Soviets right now are fine. Relic isn't going to stop them from being call in dependent.
Ultimately as pointed out in the Pershing thread a non-doc heavy tank you can only get after fully teching would help immensely. |
My problem with blobs is - they are not what this game is supposed to be. This is a game of terrain, flanking, and maneuver, with MG suppression mechanic EXPLICITLY designed (in coh1) so there is a cost effective counter to blobs. In theory.
This "infantry ball of doom" approach leaves a sour taste in my mouth. It is as if I was playing... Starcraft. I have to wash my hands and disinfect the room after playing versus a blobber before I stop feeling dirty.
Note, I am not arguing against massed infantry charges. Concentration of troops in a charge should be a valid tactic in some cases. For example, people can blob conscripts. See how far that gets you.
With Soviets, yes, you have your demo charges, your Kats, your B4... but all that is really awfully situational. Blob counters are binary. Either you catch his blob with one or these, in which case you obliterate him, or you miss / he doesn't go over your mines / demos, in which case the blob will outgun everything you have and force you off where ever the blob is at the moment.
You have more than just those 3, shocks rip enemy infantry to shreds, cons can soak up punishment, the maxim is easy to use and is much more mobile than the MG42, precision strike is amazing for attacking defensive positions and HQ's after an army retreats, the T34 is great for crushing because OKW has no snares outside of Fallsch, the mines are cheap, you also have excellent call in abilities like incendiary artillery.
Soviets have wealth of ways to deal with blobbers because you have so many squad wipetastic abilities and weapons, even the ZiS only has 10 less pen than a Pak40 and can use a barrage to wipe out blobs. |
So let's say you had the power, how would you fix Panzerwerfer? Improved accuracy?
Same health, armor, and mobility as the Stuka, more accurate at medium range, very accurate at close range. Fires more rockets.
and before you ask, I think the Katyusha needs more health and better mobility and better accuracy at farther rangers.
|
I know you don't like DLC, however using mod tools to give access to paid DLC for free to get around that is a direct attack on an element of their business model and I'm amazed that you think they would tolerate that
Being able to use DLC commanders outside of auto match has zero effect on the game, or Relic's profits. |
Yes, if you are vastly more skilled than your opponent, then you can defeat him regardless of the tactics he chooses. We knew that. Thank you.
Jesulin beat some Obers once, holy crap guys, I suppose that means they are not overpowered either.
Obers are bullshit, but OKW blobs are stupid easy to deal with as Soviets. Not so much as USF. |
Blitz is dependent on what tank it's on. If you put Blitz on a Kubel it would not be OP. If you put it on a Tiger or a Panther it is extremely potent. Furthermore, Axis have Schrecks to deal with Allied armour.
Blitz + high armour = tank alive that would have died otherwise = veterancy preserved = late game dominance, even if we disregard better infantry AT support.
KT and regular Tiger would benefit from a different sort of ability. Or reduce their base speed so that Blitz has a point on them. If you want a heavy tank, fine, you should get a heavy tank. A heavy tank. (It is great that Axis gets to live with all the advantages of heavies without any of the disadvantages.)
In 1v1s the numbers are small enough to make this not matter. In team games this is an utter balance breaker. You drown the Axis in mediums or indirect fire early on or you lose the game.
Not really, Allied late game is fine, but it's much harder for the average player to pull off if you have a USF heavy team without P47's.
The secret as has been discussed before, is getting rid of veteran ability's that are just lazly slapped on every unit and replacing them with abilities that help fill the weakness's of the tank it's tied to.
And the fastest heavy tank in the game is the KV1, followed by the IS2. The KT is the slowest tank in the game. |
Scott is indeed the good version of the pack howie.
Even the LeIG is better, and that's both A) Cheaper and B) Trash.
The 120mm just puts the both of them to utter shame.
The LeIG is the exact same price, and is worse. |
A really cheap panzer werferino in a way that you could have about two of them for every katyusha(60-70 fuel each)with lower tech costs would be pure sex.
This still doesn't fix the fact that it's an artillery piece you need to use in ranges normally reserved for the Sturmtiger or Mortars.
What exactly is the point of it only being able to hit things at point blank range when it doesn't have more mobility, or more health than the Katyusha. |
one question. i just want to know. do you guys think allies blobs are as much of a problem as axis blob?
Rifleblobs, Shock blobs, they are all a pain in the ass to deal with.
Every faction in the game blobs, this isn't some special attribute only reserved for Axis, it's just what the current meta is.
Soviets have a massive amount of blob counters, USF, OKW, and Ost, not so much. |
I would say it should be somewhere between. 14-17min KT in teamgames is not something good. Doctrinal with 11CPs but still tech is needed to call it. This way you would avoid 15min late game units and still they would be tied to tech.
But that's just one of many ways yet we know very well that such chages wont take place
The issue is with binding it to a commander is everyone will ALWAYS go for that commander. If it's non-doc and is gated behind teching then you can incorporate it into your late game strategy, and it would make the factions late game more viable.
14-17 KT's are rare, and require a large investment of caches and fuel drops.
Each faction having a non-doctrinal heavy tank is a pretty good idea. CieZ brought it up awhile ago. Tie it to having all 3 tiers unlocked and you've managed to slow the game down a bit which is much needed.
Exactly, every faction having a non-doctrine heavy tank would go very well towards evening out the late game amongst all the factions.
My suggestions for what the Heavies should be:
OKW - KT
Soviets - ISU
Ostheer - Elefant
USF - Pershing. |