Aside from everything everyone else has said, Cons are utility unit, for recrewing, merging, and giving snare cover for your team weapons and/or elite inf.
As well as the 7 man con upgrade which got added, which is effectivley a weapon upgrade (uses their weapon slot up), and increases all their utility functions as well as HP and DPS. Being able to recrew a team weapon, merge it upto full health, then retreat a single man, is insane!
And finally, the whole Soviet army design is about choosing one path or another to go down, through your doctrine, for example shocks, or guards, or Dshkas, or SVTs. The core of the faction just provides the basics. In contrast to Ost, where the core can function very solidly without doctrines.
Generally, not using a doctrine is more of a handycap to Soviets, than it is to Ost.
Yeah this is definetly true. Probably need to choose a doctrine with soviets that gives them the elite unit that is supported by the rest of the base units. Like rifle guards with Maxims or KV-1 with Su-58 ... |
Since like 2 years ago stealth grens were nerfed to be revealed at 14 range because panzerfaust. If you want ambush infantry that can actually get close, use panzergrens.
But Panzergrens can still hide normally with 2 Schrecks ??!! Who thought of the balance changes ? |
I would just like to share this opinion. I hope the genius who thought it was cool to give this bonus to OKW with 3 minutes of gameplay suffers a lot. When you from a bad USF or UKF have your 4th squadron and you don't even have a cure for troops yet, shit like that appears. I've already lost count of how many early game matches won were saved just because this shit appeared 3 minutes into the game. Top balancing.
The only thing too strong on the 221 is its ability to chase down inf to base and kill on retreat which is risky. Considering soviet scout car with flamers can do this too higher effectiveness i would honestly just say get good. Counter with UC and Royal engineers early. |
I have not played any of these maps but if atleast 1 guy was allowed to work on coh 2 maybe he could shuffle in a new old map or 2 every 3 months and see how it works out |
Hi all
I used to write stuff here and have since embarked on a phd journey plus a mandatory military service.
Now I am back and have some spare time in between studying and teaching sessions.
Is it worth returning to COH2 or is it dead now that COH3 is out?
BTW, I was right in everything I said about COH3 (check my post history, too bored to cite).
TY all.
Just return to the game. If you liked it 3 years ago you will like it now. I will play this game until there is only one player left. And that will be me ! |
assguards feel like the worst units for the soviet faction, you pay 340mp for a penal squad that gets unreliable zooka rockets or cqc upgrade. You get grenade assault as your only ability, which is fairly clumsy and dodgable
in comparison
Shock troops are 20mp more expensive, but need no upgrade, have armor, 6 ppsh, stronger nade and utility smoke
VDV para get a free ppsh upgrade, x3 dp-28s for long range, and they come with a variety of abilities
Guards get both AI and AT for 75 munitions, likely the best soviet elite unit in the game
Agreed
never have i felt scared of the Assault guards. The grenade is equal to the ostheer stormgrens which is also mostly useless unless you get it out of the fog of war or play against a blind man. |
Given Coh2 has continued to surge in popularity as Coh3 has dropped off more and more, are we at the point where another small patch could be a possibility? Im not talking anything insane, just small adjustments, we all know the candidates: Small rifle buff, small path nerf as most obvious two.
If its kept minimal and simple, cant be so hard to implement, test put into effect?
Sadly Relic is too far up their own end to consider a succesfull business strategy. Even just dropping some more doctrines for OKW and UKF would be easy money and yet they simply let this game die to divert effort to coh3 which is only meh compared to coh2 which seemed to have the actual old talent of relic in itself.
With the new Relic and the "new" kind of devs that get hired nowadays i dont think they will be able to swallow their hollow pride to work on this game again nor do they have the talent left to do so in the first place. |
Kübelwagen manpower: 280 and fuel: 5
Sturmpioneers manpower: 320
In 4v4, if all your German teammates are Oberkommando West, the Allies are at a huge disadvantage.
If one German user mobilizes 2 or 3 Kübelwagens, the Allies will be at a one-sided disadvantage.
Therefore, the Kubelwagen manpower must be adjusted to 280 and the fuel to 5 to prevent one user from operating 2 or 3 Kubelwagens at the same time.
Additionally, the Sturmpioneer Squad manpower should be adjusted to 320.
80 manpower and 5 fuel without any adjustment to the Kübel will straight up kill the unit into the ground. Same with Sturms. Dont get easily baited or flanked into close range with the sturms.
Against the Kübelspam you simply must get AT or HMG supported by Inf. It is a high risk tactic that relies on Allies not responding right to the early vehicle spam. |
Hi all,
I am just curious on what you think about this. Conscripts do not get weapon upgrades unless a picked doctrine provides them (for example, ppsh and svt). How come they do not get some kind of weapon upgrade by default compared to other mainline infantry? I just don't understand how they are expected to compete with other infantry when they do not get weapon upgrades (unless you lock yourself into a doctrine). Whenever I play any other factions, the weapon upgrades seem to make my infantry vet up so much faster, while conscripts die so quickly and don't seem to do as much damage. What are the advantages of conscripts to make up for this and how should they be used to win engagements with other mainline infantry?
Also, I noticed the description for conscripts says "Effective when fighting in cover." when no other mainline infantry has this (except maybe Brits). Is this true or misleading?
Conscripts get a tech upgrade in t3 which gets automaticly researched once you build t4 after which you have to activate it on the Cons for 50 munitions. You get one extra model and a dmg bonus while inside cover. You are also able to build effective green cover. With vet 3 and the 7 man upgrade they become effective at dealing with enemy volks in long range and grens in close range by pushing 1v1. Paired with the fact that you can essentially easily steal Panzerschrecks of Pgrens or sometimes lmgs they can become quite the allrounder or long range specialist.
Even without Weapon upgrades they are very effective defensively. For everything else use penals or Shocks. |
As a US military user and a self-propelled gun lover, I would like to see the accuracy of the M7B1's shells improved a bit. I would also like to see the range be a bit longer than the German 10.5cm.
God that would be too much. Also i think the creeping barrage first shot has a near perfect accuracy unless that was the british mobile artillery piece i am thinking of. |