They certainly aren't as great for holding down lots of territory, but they're still great at chokepoints or if you know where your opponent's infantry is going to come from. They're just as good in buildings as German HMGs, although Soviet HMGs have a quicker pack-up time so you can escape and retreat quicker.
They're really easy to pack-up and re-aim in the midst of battle as well, so the lack of a large fire arc can be somewhat mitigated by good micro.
they are better in the midst of a battle but still they can get decrewd by infantry blobs wich they are supposed to counter before they suppress them even if they dont have to pack up and reaim so imo they need to get a supression buff |
>>>PROPOSED SOLUTION<<<
In all seriousness, we can't yet judge it. Balance has not been polished, and we don't know if other big tanks will be in the game. For all we know, there's a jagd or a king tiger, as well.
Regardless of this, I HATE the T34's ram ability. Its the closest thing to an I-win button in CoH2. You leave the enemy tank defenseless, while crippling your mobility. Personally, I think the viability of the ram ability vs heavier tanks should be reduced.
That said, I think buffing German tanks in favor of their increased cost is a mistake. Back in vCoH's early days, german tanks were simply never used, no matter how powerful, because their cost was prohibitive.
The solution lies in improving the synergy of combined arms to win engagements. Right now, shreks are not viable because of how damn expensive they are. In vCoH, shreks were your only real infantry AT solution, but it was useful because Allied armor was fragile. In CoH2, you've got armor that's almost as heavy as the Axis.
Last time i played ram could be stoped with a faust so its not that OP and actually forces some combined arms play |
So thats why , attacking from the sides is so less rewarding ?? I just thought my tanks had a lot less penetration , but it turns out they ve got many ideas that are rectally derived MVGame , srsly is that because of engine limitations or good old stupidity ? OMG do they even know what made the old game good ??? |
Yes, Relic has said that they want a spectator mode and that they want Coh2 to be competitive. Unfortunately actions speak louder than words, and now that they've 'prioritized' casual modes over competitive features, those words hold no water.
A game does not venture into the world of e-sports post-release as they trickle in features, it must be designed for competitive play from the start.
it is a competitive game , just not as competitive as its predecessor , or a lot less competitive if you will , anyway , games become competitive and get in to the esports club only after they attain golden status which in relic terms is about lots of months post release vcoh got awsome after 6 yrs . They dont have the resources needed dude so they have to prioritise which means they ll have to cater to the broader audience first and if people like the game and they score the numbers of sales they want , they will give us spectator mod and more cool shit later , otherwise it wont be worth it . Its the responsible thing to do in the current situation , they are a company y know not a charity organisation |
Dedicated servers aren't the only things that cost money buddy. Adding anything to the game costs money. Blizzard can afford to hire one person just to work on replays so we can fast forward and rewind and jump into SC2 replays at any point and play them and watch replays together and bring up unit counts and stuff. If Relic had that stuff that would be resources taken away from something else.
I d be very happy if they traded the resources used to make the new UI to make a spectator mod , i could very well do with the old UI + spectator mod , but the new UI + no spectator mod is a bad combination |
I think a map that is inspired after langre could have great success .
On specific map strategies , Kholodny is an interesting map in the way that capping order and build order are very important and closely linked to each other . With russians ( starting in the right side ) i would send my engie north for the strat point and the adjacent fuel with the prospect of putting him in the house and the first conscript would go to my southern cutoof and then to my opponts southern cutoff then i would reinforce the most contested side . When strting from the left i would send my engie to go for the southern cutoff and then to my opponents because of the house near it and my first conscript to the northern sectors and then reinforce the most contested side . Eventually tech up to molotovs after 3 or 4 cons . That way i would always have a unit harrasing my opponent while another unit would be close to the contesting points and at the same time i would be benefiting from the buildings , all of which would lead to early map fuel domination as well as a strategical advantage sice my opponent would either have to tech up or keep producing t1 units both of which can be doctrinally and nondoctrinally countered with the biggest casualty of a few cons and some less map control for 1 min or 2 . In most of the cases i ended up with a t34 and a kv8 cleaning up the field . |
A conscript will not always lose to a gren. Even vs LMGs conscripts can oorah into cover, deny the grens cover, and shoot them while they are repositioning. Meanwhile you are buying time for your numerous other conscript squads to speed boost into position and finish off squads, flank mgs, etc.
Its about how you play it. If your conscripts are always losing to grens, you are probably doing something wrong.
yeah your example , includes that there is only one place for your opponent to take cover or that there is one at all , your opponent being dumb enough to not understand that your running in order to throw a molotov and not circle around your cover from a considerable range while he doesnt fire at your cons with his mg , and then when your numerous cons arive he has only 2 squads ,even though cons grens and mgs cost 240 and you ve already spent both time and resources upgrading for molotovs and perhaps at nades cause of flamer halftrack , and then he does not know how to position his mg at all , does not fire at different squads not taking advantage of his superfast suppression and does not know what focus firing is and has never used a riflenade which is actually sort of good for taking squadmembers to half health enabling your units to dispatch them quickly . Great opponent MVGame ,
Oh and speed boost , i assume you r talking about ouraah , costs muinitions ,if your not carefull in the early game you might not have enough for other abilities or upgrades
FYI i have yet to loose a single 1v1 game with SRF tactics (i know that its the cheasiest doctrine but still atm its the best way to counter the late game tank-madness ) |
Do you really believe that a team of well-seasoned game developers like relic just sit down and think "oh man coh1 is great but we need to change something here just for the sake of it, uh, well, let's change the upkeep, uh, and have weapon crews have 6 guys, cuz that'd be fucking kewl". No. They have their reasons. While I totally understand your reservations on the given points, I think you can safely assume that it's NOT relic's mission to fuck up the CoH franchise.
Also, I don't think that CoH2 is that much more forgiving towards lower skilled players. From what I've seen so far, I can say that I've always seen the better players win. I remember this discussion from the time before SCII came out and people where complaining that multiple building selection would "ruin" the game and lower the skill ceiling, which turned out to be wrong (although Idra would certainly debate this ).
I'd say give the game some time, learn it, get used to it, and you'll beat lower skilled players the same way you did in vCoH because you'll know HOW to do it.
Though i agree that when we get accustomed to the game defeating lower skilled players will become less of an issue than it is now , its not going to be as easy as vcoh, cause the system favors comebacks and since the skill is less relevant now , what becomes more relevant ( in relaation always ) is gamebalance .
On the current relic team , yes they are seasoned and good and all that and they made dow2 which was good , although most people agree DOW was better . But on COH they are responsible for the OF so they are not beyond doing big mistakes . An example of change for change or rather differentiation is the new UI which is simply less good than the old |
I find molotovs extremely useful for how much they cost. Even if the squad dodges them, you will be denying them cover in which case your conscripts will usually win the fight in cover vs no cover.
I think mainly you need to remember that conscripts are by far the least expensive unit in the game per man. I do not like the idea of giving them all SMGs at all. Wanting them to play like rifles in vCoH is the wrong idea.
Yes Grens get an LMG upgrade, that they have to stand still to use. Conscripts get molotovs which makes them move. There are dynamics of the game in play that people don't fully understand yet.
1 Conscripts cost 6 pop and 240 mp and they loose to unupgraded grens early on without using molotov so in total they are not that much cheaper or numerous , late in the game both those units are at/nade,faust platforms and capping machines
2 so you are telling me that if your opponent throws a molotov at you , you either stand on the fire or you dance around the map ? , how about simply relocating elsewhere and then stand still there ? Molotovs are to give an edge when grens are unupgraded (cause when they are they ll still schred your guys ) and to dislodge machine guns and garissoned squads |
There is a good way to stop the late game madness , increase the supertanks pop requirement and nerf them . Srslly , this just happened , 1 IS2 3/4 0r 4/5 health , i fausted it , then i garrisoned schrecked grens on a house neraby to start shooting at it , after some time i made an ausult somewhere else to draw his attention and threw railgun arty on it , the result was for it to be at a sliver of health and immobilised so i sent down 1 p4 command tank and a stug to finish it by firing at its side , and it almost killed them , literally if he had fired at my p4 which was at half health instead of the stug he d have killed them , which is nothing sort of ridiculous .
On countering tigers with soviets i ve found that the t34 ram can give you a great advantage but to finish the enemy supertank you really need one of your own supertanks otherwise it takes so long that your opponent will come to the rescue . In team games IMO 1 of the soviets should go for t34 spam |