Yeah, OKW has leig, but you need two of them, alone is too weak against garrison and leig don't have smoke. And it's expensive and pop cap hungry.
Why do you think swapping a unit is easier than fixing those issues you highlighting in your own post? |
Calliope. |
Overall the changes to individual units generally appear positive, there are far too many to really nitpick at this stage.
Limiting OKW trucks to base sector and allowing cache construction is a good idea, it will never be possible to get balance across the different maps as long as that feature is in the game.
I really don't see why USF and OKW need linear tech, I fear that will just lead to even more stale meta. It seems more sensical to lower the costs of back teching (as you've acknowledged with sovs), that way there is diversity in openings as well as decisions in the later stages of the game.
The nerfs to heavies, especially IS-2 and Tiger are unnecessary. Those units aren't OP in any game mode. Their frontal armour is already reliably pentrated at range by TDs, why does it need to be lowered further?. Speed nerf is also unnecessary, that would only be required if they had a surviability buff rather than a nerf. The only problematic heavy is the KT and that's just because it gets repaired and back in the fight so quickly, which the change in OKW truck locations will fix.
I don't see why ALL call-ins have to be linked to tech. There is certainly a case for this to apply to late-game call in tanks but I don't see the need for it to also affect mid game vehicles. The problem is only when call ins become mandatory to counter light tank rushes (timing issue), or if they are a far superior choice to stock units (cost/timing issues).
I think you've been a bit aggressive in removing unit abilities. Take emergency repair, that could have been reworked to have a higher resource/time cost or some other tradeoff instead of removed completely, or blitz could have been changed to have a higher cost or not increase reverse speed.
Some of the changes to reduce difference between factions seem extreme. Yes, you definitely need to look at those features which have a strong interaction with map design but many of the changes go beyond that. |
There are good guides out there which I suggest you read in order to get a good basis. Some random tips that helped me improve with soviets:
1. At the start of the game instead of building your tier building straight away send off your engis to cap a point, then come back to base and make the tier building after that. This allows you to build 2 cons squads right off the bat, however it is less efficient in terms of capping with your engis so choose carefully.
2. Whether you go penals or maxims you still need conscripts around. Maxims are often best used offensively to support conscripts, or in buildings to get a wider fire arc. They are not as well-suited to area denial the same way MG42 is. Use oorah and merge more.
3. Get medics as soon as you need them, injured squads lose battles and waste MP.
4. Demo charges are devastatingly effective, even against good players who know to look for them. If you keep them observed you can detonate them if the enemy tries to clear them with minesweeper.
5. You can and should try to restrict the enemy's fuel income but if they really want to get 222/luchs they will no matter what you do. So be prepared. If you went t1 guards or AT nade/mine can cover you until you get t3. If t2 you can also use as for t1 if you wanna get fast t3, otherwise Zis will do the job. Remember that luchs does much less damage to units in cover (the damage reduction is greater than for most other units). Also think carefully when to get AT nades - it's a waste if you get them too early but at the same time sometimes it's good to have them already before you opponent sends in their luchs, because usually they will assume you won't have them yet so you have potential for surprise there.
When transitioning t3 the t70 is useful because it slaughters both inf and other axis vehicles at that point in the game, however it is hard to keep alive. Crew repair breaks snares and allows you to survive an extra Pak hit if you pop it in time.
Alternatively if you don't get the t70 early enough it may be better to get the SU-76, which unlike the t70 is useful all game.
6. Other than that I suggest you try playing axis more, that way you will see other people playing soviet and find out what works that way. |
Interesting interview, gives a good explanation of the kind of culture and processes that go into making a groundbreaking game. Does make me a bit sad though, to think what CoH2 could have been if its development had had the same time, resources and focus as the first game. |
I agree that molotovs are often not worth their unlock cost but other than that sov side techs are ok. Having to pay some fuel for snares seems fair price to pay for getting medics without any fuel,muns or building requirement.
Side tech idea 1 is ok, but side tech 2 is a pretty crazy idea. What do you do to that t70 that is killing your inf? Do you destroy it knowing that it will be replaced by a free t34?
Anyway you're dreaming if you think Relic would do something like this, if you want to ever see it start learning how to mod. |
- -- ---
- You are right.
- COH3 should be about USA vs ISIS.
M1 Abrams battletanks crushing terrorists hiding in mud houses in the middle of the desert.
- The terrorists would fire AK style weapons vs Predator drones and H-bomb MIRVs and 50x Strong
A-10 passes with 30mm auto gatling gun + Apache. Games would take 0.0004% seconds.
You are correct. These future games should be playable as Americans exclusively driving up sales
- Think BF3 and BF4 and... BF Hardline
Jesus how can you misinterpret a post so badly? Did you reply to the wrong person or are you just drunk? |
inb4 20 page thread |
PzWerfer is alright IMO. It does a fine job at killing models at 0 risk to the user, which makes it a useful late-game purchase AFTER you've already got some armoured units on field. It is susceptible to RNG, in that sometimes it will wipe that pesky ATG completely and sometimes it will only drop 1 model. That is ok though, being able to delete enemy units without any risk is the last thing the game needs more of.
Of course it is rarely seen in 1v1 but that is due to the general difficulty that OH has in getting the resources needed to build t4 when they are already under heavy pressure at the t3 stage. In team games it is plenty useful. That applies to most artillery really, in that buffs to make it worthwhile in 1v1 risk making it OP in a team context. |
I think it's alright on rifles, but I agree the build time is a bit too long. USF playstyle means your mines usually need to be forward on the opponent's side of the map, which is a dangerous place to have your rifles standing around for such a long time. |