Guard motor is a complete doctrine. It has gaurds, 120mm, t34 85, self repair, mark target. This is the reason its picked, all options bring something valuable to the table.
So if you disagree please explain how just having guards makes a doctrine viable, as their as doc with gaurds wich arent so good or even bad depending on the game mode.
Shocks are as good but in different situations. Always map dependend. But since we only have laney and open maps wich are picked or used in tournies shocks or any other cqc squad have next to no use.
Gaurds in all their forms are the only long range squad soviets have. And with only open and laney maps they work excelently.
Again they need to be immobile to do anything, force them to move and you already stopped them. they drop weapons almost like bread crums. If the ptrs is bugged it should be fixed, but i never noticed it.
I do stand corrected on the cost of the upgrade. Would have sworn it was 100 at least.
If they are so OP why isent every wiped penal or cons squad replaced by guards in many games?
If they cant or rather shoudnt be allowed to stand up to obers in even a few situations should we buff their at power? Wich in the late game is limited at best imo. As button is more valuable then the ptrs in the late game imo. But axis magic escape card ptact hard counters it.
While I agree with your sentiment, saying Shock Troops have no place in laney maps makes abundandly clear your inability to use them correctly. They have 15muni Smokes (which is the cheapest buyable smoke that I know of) so that you can throw and get close to your enemy. Even on full laney maps (2v2) like Crossing, Fields, Wolfheze good Shock plays prove crucial.
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Honestly. Sandbags cover to cover fight between late game units is silly. Extremely silly. I can't remember when was the last time I fought green to green cover with vet3 paras/rifles against obers, grens....
The only realistic scenarios are:
Late game vet3+ units: Yellow crater cover
Starting engagements: Yellow map cover and green cover
Sandbags cover is only realistic in early game and MAYBE 1v1s mid to late game. Pure late game, it's quite silly to test sandbags as they won't survive for long.
My thoughts exactly.
Especially how PTRS/Shrecks/Tank Shells can onehit destroy most covers. |
OKW Sector Assault is shit???
What game are you playing bro. |
CoH3 seems to try something like this with the Wehrmacht, which will be interesting to see if it works out.
I disagree though that CoH2's Wehrmacht would need a general tank upgrade, since the tanks are already very strong. There's no problem with having a faction with generally stronger tanks by design, but then all factions need to have their specialty. CoH2 is currently not balanced for this, and one faction working differently surely will cause issues.
COH3 is certainly quite like this, but they take it a step further: every tech upgrade is Hammer/Anvil in style.
I am not really sure if they are going to bring this to final game, but from what we have seen so far every tech stage gives you two possible alternatives and not one like now.
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Feels like more and more of the budget is being put in marketing instead of the dev budget. 7.7% inflation in Canada this year isn't helping either. I can't imagine any of the good developers staying if they aren't getting a good cola raise
2022 is just a terrible year all around to release a game
That's why it would be absolutely welcome by everyone for them to delay it, even for a year.
A bad launch stays forever, a delay is just a bummer. |
I once read in a MP piece of theirs that they plan to make their MM more "League Of Legends"-ish, meaning fixed seasons and then recalibrations, better algo for MM etc etc etc all corporate bullshit to be honest it remains to be seen what happens.
If AOE4 is anything to go by, it's quite shit. |
You didn't even know how heavy cover worked until recently, stop talking lol
You must be a hardcore fan of mine.
To which post are you referring to |
Oh so Allies are busted... thats why this thread is 1 page long....
Imagine what would happen if this was for an axis unit.... |
Please stay on topic and don't derail by overly exaggerating.
This is not an Axis vs Allies thread, nor is it a Panzer Tactician balance thread or focusing on any other commander in CoH2.
The point is: Should abilities be scaled to offer a more consistent cost for benefit whenever possible?
The answer is: clearly not.
Why is this the answer? Because you (nor me nor anybody else) can define what these terms means for COH2 Balance:
- Consistent (across what and when and where?)
- Cost for benefit (decided by whom????).
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Those two units you mentioned do have smoke grenades, so yes, you could use them to cover retreats.
Even better because the blendkorpers do damage so you can't push through them, and you don't have to retreat the squad to 'use' the smoke.
True enough.
They are not free though but I get your point. |