Just make maxim be like all other HMGs in game. Wide are of fire, good AoE supression, long time setting up. You may even save death loop after that - Maxim will be awesome, useful as support for my mass of cons and nice for defensing my points.
Nobody spams MG-42s, Vickkerses and such HMGs. Why? Cos they are supportive, no reason to make them too much. Maxim's design and conception should be changed, really. |
Close the pocket is essentially a game winning ability if it gets triggered at any game level. It is however very hard to use, as a result of this. Any buffs to any of its design would immediately require a rework of the artillery to compensate.
With such map deisgin in game it can't be real "win teh gaem" ability. I think it should be either buffed for to be real wingame button, or... closing pockets should become easier, but close pocket itself should become little weaker. |
most useless doctrine
Someone forgot about soviet Defensive doctrine... Or about Royal Artillery. |
Turn Maxim into MG-42 - Maxim spam will be stopped. Done. |
From my own experience of using that interesting and unusual doctrine I should say only 1 thing - it would work better in vCoH, than in CoH 2. Reason is simple - map and points design.
In vCoH maps were much bigger, had more points on them and each point had way lesser control area. With such map design that was much more simplier to capture enemy points in back and close sectors. And closed area sectors would be much bigger, cos each point itself has not so much around ("close pocket arty" works ONLY on enemy captured closed sectors). With all that - Encirclement doctrine and it's main ability "Close pocket arty" would be really effective and dangerous.
But in Coh 2 maps are smaller, less points and each has way more territory under control. With all of that - effectivness of Encirclement doctrine becomes way lesser, because even if you captured backpoints, even if you closed enemy sectors - there will be pretty small closed areas and they won't include enough enemy units and structures, destryoing which will justify your efforts and resourse investment into closing sectors. A lot of enemy units/structures may stand in areas of backpoints, which will become neutral or your own and won't be affected with "close pocket arty".
And also - that's pretty hard to capture and hold long enough points with such design, cos maps are small - enemy units can get pretty fast from base or frontline to your infantry/tanks, which capturing points, kill them and restore control, open sectors.
I think something should be done about it. Of course, it's pretty stupid to suggest changing of entire game map design just for one doctrine (but I think, that old design was better even without it). I think Encircliment doctrine should be buffed, for to make it more effective on such small and low-point-avaialabe-to-capture-for-to-close-sectors maps. Maybe "close pocket arty" should affect not only closed sectors, but also parts of sectors around. Maybe other abilities should be improved, for to make closing pockets more simple, cos right now it's just like special operation for you - to close enemy sector. It's fun, it's challenge for you and that's what for I like that doctrine. But it's so lame to lose, when you invested yourself in that "spec-ops" so hard, and your enemy just breaking your plans because of poor map design without any problems...
P.S. There are a lot of same doctrines, like Partisans or like that, which also hardly depended in their efficiency on maps or such stuff. We can also discuss them, but personally I worry more about Encirclement, because... it's pretty unusual and interesting one. Gives you non-standart gameplay. |
Its not a bad doctrine, the Penals and T34 changes make it shine, but I just don't see much reason to pick it over Lend Lease due to more natural repair ability, DSHK and skipping T4 to get more M4Cs.
I can agree, that with new buff it will be kinda better, but... as you said - Lend-lease looks better. And not only Lend-lease.
That's what I talking about, when I say "remaking special doctrines was a big mistake". They ruined uniqness and that special gameplay, which those doctrines could give you and which made those doctrines different and attractive for people. Right now they are just same common doctrines "little better - little worse" than all others. Like we didn't have enough such common and boring doctrines, like Guard Motor or bunch of Ostheer doctrines... There is only 1 real special doctrine with special playstyle right now, I suppouse - Encircliment doctrine. And it sux, because of strange design of 80% of maps, which doesn't allow you to effectively "close pockets".
Ok, some people think, that they were OP, unbalanced, unreasonable, etc... When I was on official forums those days I didn't see too much whine about them. I don't understand what caused those radical changes. I really missing those cool doctrines, Elite was top, Industry was cool, Rifelmans with insta-AT-grenade were horror of kubels. Old days... |
Well you can see it like this 2: Ostheer player needs to make an ostwind to get your planes down.
Well... not only ostwind can deal with planes. 222 cars can, MGs on tanks can. And even StuG G can get MG, jesus...
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If you made the planes immortal, then the commander would be "OP" again. And yes OST supply drop is immortal, but it cost you manpower. And you can play a game without having munition, but without having manpower........ No.
But compare - 200 MP and 100 ammo. And for first you getting 2 times more fuel. I see here logic "all best to axis, nothing good for allies". 200 MP is not so many for 50 fuel or 100 ammo drop. But 100 ammo only for 20 or 30 fuel - seems unreasonable and too much, if we will also add huge chanses of loss your 100 ammo into nothing. That's ridiculous, that you have a button, which works like lottery ticket - press and pray, that enemy AA won't get your fuel down. That makes Ostheer supplies drop look OP, compared with soviet drop.
And don't forget - before remastering, Industry changed MP to Fuel, not ammo.
Btw, why you think that Soviet industry was OP and it will become OP? It was fine and will be fine. Right now it's pretty mediocre and boring. Just like Elite, Riflemans and all others. |
First of all I should say - I don't like how Relic remaked doctrines like Elite, Soviet Industry, Riflemans and all others, personal opinion. Those doctrines were uniqe, they gave you special and interesting playstyles and gameplay (like Encircliment doctrine gives now). But, spirit of Communism (or retardism) equilied those uniqe doctrines and they became same boring and common, as all others... Pretty sad to see, how good and creative ideas were destroyed under push of "competitive" players, hello from Cold Tech.
But that's not main point of topic. That one is about Soviet industry doctrine and 1 serious problem in that. Look at this:
1. Repair stations cost - 75 ammo.
2. 20-30 fuel drop cost - 100 ammo. (with risks of loosing that to AA).
3. No additional ammo drop for you, like some Ostheer ammo-dependend doctrines have (CAS, Osttrupen).
As we can see, for to use all posibilites, which gives you that doctrine you have to spend enourmous count of ammo. Mostly, people have to choose between building repair posts and getting small (but sometimes important) boosts of fuel, cos you never will have enough ammo for to get both of them, if we will also keep in mind spendings on mines, grenades and such stuff.
I think, it would be more fair and reasonable to change ammo cost on fuel drop to MP cost, like Luftwaffe supplie drop has. That's actually very strange, that for 200 MP without any risks of AA Ostheer can get 50/100 fuel/ammo and USSR for 100 ammo getting only 20-30 fuel and with risks of AA shot.
So, I suggest to let Lend-lease and Soviet industry fuel drop cost 200 MP, like luftwaffe one. It drops at base, ok, but we know again, that Ostheer luftwaffe drop can't be broken with allie's AA, but soviet's can. So, it is you "assymetry" and "balance". + Before "nerf" soviet industry changed MP income to Fuel, so - everything is correct here.
Ideas?
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If we talk about resourses - why Ostheers actually have such cool thing like Opel Blitz? I think, if we will look at CoH2's design USSR deserves more income-increase units, than Ostheer, cos in late game only thing, that USSR can do is spam weak but cheap units, like SU-76 or T-34-76.
Ostheers already have 100% normal income, caches and prety powerful units, which doesn't require spam. Maybe Relic should give Gaz-MM or ZIS-5 trucks to USSR in some doctrines, like Soviet Industry for to increase late game incomes and make late game spam more real?
It would be also realistic - in late war allies had way more war resourses, than axis. But in CoH 2 it seems like axis had 10 times more with Opels, Luftwaffe 200MP-drops and such things... It just isn't right. |