Obviously it's very map dependent although a little less so for SU and OH because they are less reliant on structures, FRPs etc.
SU vs OH: Pretty good, both factions are pretty limited in the strats available. SU have the edge in the early-mid game but drop off hard if they don't pick a doctrine with late-game tanks.
SU vs OKW: Also pretty good, allows for a bit more diversity in openings.
OH vs USF: Very map dependent but overall I'd say USF are a little better off here. Heavily favours USF on close-range maps.
OH vs UKF: Hard matchup for OH. Hard to deal with emplacements. Boring games with two defensive factions. If OH can get the initiative and stick to open battles they have the advantage.
OKW vs USF: pretty even, but again not much diversity. Majority of games are early luchs, with the level of success the USF player has in dealing deciding who gets their tanks out first deciding the game.
OKW vs UKF: Both OKW openings are viable. An early rush is a real headache for UKF but strong building/vickers play is hard for OKW to beat.
That's all talking 1v1. In team games I find OH and UKF become more viable as their weaknesses can be covered by other factions, and other player on the field can be used to buy time for defensive preparations. USF struggle because their ability to manoeuvre and play aggressively is reduced, especially in 3v3 and up.
4v4 is a clusterfuck which is more about raw unit power and artillery spam than manoeuvre. In that scenario axis have the upper hand. |
Sometimes the stun nade just interrupts the retreat or prevents it from being ordered for a second or so. Nothing wrong with that, a handy tool that can be mitigated with the right play.
On the other hand there is the effect where sometimes the stun doesn't wear off and the unit can no longer receive any orders. The cursor turns to the one you get when you hover over an enemy outside an ATG/MG/IG's current cone of fire. The longest I've seen this last is about 15-20 seconds because no unit affected by it survived longer than that. I don't know if it's literally permanent but it might as well be; if you're trying to retreat a squad it's probably already in bad shape, if it's also hit by a stun grenade it's not going to take much to finish it off.
Yeah it's a bug and a nasty one at that. It's not limited to any specific unit, I've seen it affect many different infantry units. |
The biggest problem with OKW hasn't changed. Volks Vet too fast once they get their shreks. There's nothing wrong with a vet5 unit being very strong, so long as it takes time and careful management to get there. Right now all you need to do is hit a few tanks and you're well on your way to max vet.
If they added some kind of modifier to reduce the vet gained per unit of vehicle damage, it would make a big difference. Not only would volks blobs be less omnipresent, the risks associated with just a-moving them towards the enemy would be increased. |
It's a fun, fast game where the skill is more about tactics and positioning than insane micro or calculated macro.
There is a pretty high skill ceiling so always more to learn.
The way you interact with the map gives you many ways to play and ensures every game is a little different.
The whole deal with certain factions having marked advantages in early vs late game.
The gradual lethality creep and introduction of one-shot wipe units in a game that's meant to be about unit preservation.
Wacky faction designs.
OP premium commanders that get nerfed after they've made their sales.
Other RTS games are either dead, expensive, or I've played them to death. |
They should go for broke and rebalance all exploding things around the expectation that only the particularly expensive munition expeditures will one-shot full health infantry squads (whose behaviour is also remade so they will not ever crowd around a tiny bit of cover [like a crater] so that anything with even a tiny bit of AoE will one-shot them).
...I can dream.
Eh, opinions seem to go in circles around here. If you undo the clumping changes you'll go back to the days where 1 guy sticking out from cover got the whole squad suppressed. If you reduce the effectiveness of HE weapons against dense infantry formations we'll see more blobs. The reason HE was buffed in the first place was because of silly decisions to give abilities like rifle grenades and smoke to mainline infantry, thus giving them the ability to defeat MGs in frontal attacks. |
Grens are fine. They might not be the strongest in terms of raw power but they still have the best snare, an excellent grenade (that is basically free to unlock) and the best-value weapon upgrade. They are prone to wipes from HE weapons and a 5th model would help overcome that, but sadly I think the rebalancing would just be too complicated at this stage.
As for PGrens it's a bit more complicated. They still excel in the AT role, especially when used against isolated TDs. Against SU and UKF infantry, they are fine. Against riflemen, they struggle because of the small difference between the two units' optimum ranges. They don't really work as an assault unit against emplacement-heavy UKF play either due to their squishiness and the ability of brace to nullify any surprise attacks.
Part of the problem with PGrens is people trying to use them as point-blank assault troops, which they are not. They aren't an all-round combat unit either. They're a situational unit that performs certain roles very well and others somewhat well. Once you accept that, the issue doesn't seem too great - no faction will build every available unit in every game.
That said PGrens would benefit from a change to their vet1, either to a passive regen or the ability to use medkits on themselves out of combat. The cost of their nade could come down a little, as could the cost/time of their reinforcement.
As for the rest of Ostheer, I believe their problems come down to 3 things:
1: Inflexible doctrines - Ostheer doctrines have some great abilities but they just add to what's already there. They don't offer much of a means to adapt to the game as it develops. Some offer alternate builds (e.g. AssGrens, Osttruppen) but they just end up locking you into a certain build.
2: Lack of aggressive options for tackling UKF emplacements - Flamepios, Pgrens, AssGrens or flame HT are all squishy and easily countered by Bofors/Brace, while long-range mortar/Pak attacks are defeated by mortar pit/Bofors barrage. Sure 2 x PzWerfers will grind down sim city, but it makes for a boring game.
3: Ineffectiveness of MG42 against rifle blobs - Pretty simple. Doesn't suppress quickly enough, too easily countered by smoke grenades. |
I don't really know what to do with the t34/76. If we rule out putting it back in t3 (too hard) and introducing some non-doc way to get t34/85 (which I still think is a good idea, but will probs never happen) then it comes down to either a buff or a cost decrease.
Firstly we need to determine a new role for the unit. OK it doesn't have the shock value it used to, so what should it do now? Is it meant to be a shit spammable unit (doesn't really fit with CoH emphasis on unit preservation), or is should it be a cheap workhorse that punches above its weight with good vet bonuses? Right now it can't do either; 300mp/80fu is still a lot to spend on a tank you will lose at least one of taking down enemy armour.
Someone suggested increasing the repair speed and that's not a bad idea. USF can work with weaker mediums because it's easy to repair them and get them back in the fight; if this could be done with the t34/76 you could end up with a unit that while not spectacular is always around when you need it. |
Any unit that can be massed cheaply and counter both vehicles and infantry is just cheese. At the very least the upgrade needs to be returned so they cannot be massed so quickly and cheaply..
I mean, how many times can light vehicle meta be fucked up, how many times will relic overbuff light vehicles then nerf them. How hard can it be to learn from previous examples.
Personally I think this change is just fucking braindead and another failure in this game..
This is an example of why devs need to be careful when listening to community feedback. For years people were begging for the 222 to be buffed into a stronger combat unit better at AT. Finally Relic gave in to the whining, and 222 spam meta is the result. The 222 doesn't need the 50% health bonus, it never did, it just needed to be made better at its original role (scout/screening unit, sniper hunter).
All that aside I think 222 spam is just a fad. I'm sure making one or two 222s will be a more common part of the OH meta, but building more than 2 will likely be an occasional strategy that either wins you the game early or sinks you from delayed access to the critical t3 armour.
I don't think buffing the 222 was the assistance that OH needed but now that it's happened it is certainly better than nothing. All it needs is a small cost increase and it'll be fine.
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It's not OP. Just not a very fun unit to have in the game. |
Is anyone else experiencing frequent disconnects as of late? I have a bad netconnection so dropouts are a fact of life, but it seems lately I can't get through a long game without getting disconnected. |