What if the scout car gained some sort of alternate ability like infantry detection or some sort of other recon mode so it does not have to rely on garrisoning flamers or guards.
Or... put instead of scout car some kind of 222 armored car.
https://en.wikipedia.org/wiki/BA-10 Maybe that one or
https://en.wikipedia.org/wiki/BA-64 That one. T1 has no AT, so even light-penetration car would be very usefull. |
Folks, let's not forget how horrible is M3 Scout Car. Specially against "free2get" panzerfausts or high-penetrateable Spios STGs. Maybe something should be done about it first, because soviet T1 is such horrible...
Why not to make ol' good combo back - snipers in truck I loved that mobile sniping point. Was pretty sad, when they fixed it... |
where do all those trolls get from ? is there a secret cave where you all hide but today you are allowed to start a thread ?
It's not trolling, just an idea. You may agree or not or (better) suggest something too.
That wouldn't be a bad idea if FHQs weren't horrible for gameplay.
They should be removed from other factions instead.
Well, that could be a solution too, but it will make game... less active maybe. But anyway, I agree - or FHQ's for USSR, as for offencive faction, or FHQ's for noone. |
Ok, point is simple:
As we all understand here, USSR suppoused to be very offencive-orientated faction. It has totally no defensive structures (like MG bunkers or emplacements or trenches...), their HMG (as we understood in early discussion (which we can restart, actually)) is absolutelty not deffensive, but offencive and a lot of such stuff.
So I don't understand 1 thing - why USSR, as offencive-only faction doesn't have FHQ? Why is it a problem? Because USSR can't be effective in offencive gameplay, when it should retreat through entire map to base and move back to frontline spedning that much time.
Just for example - OKW. They have FHQ + retreat point as TierTruck. Using that provide them ability to attack with their infantry more often and more effective as result. Volks or Sturms may attack somewhere, do some damage, fast retreat to FHQ and fast come back to line! Same works with UK and USF. Having FHQ with retreat point for those factions making them more effective in offencive game than USSR! It just ruins original balance and idea of factions assymetrical balance.
So, I suggest to make "Civil building FHQs" non-doctrinal, for lesser fuel price, without medics and stupid "buffaura", but with retreat point upgrade for additional MP or fuel cost. It also won't stand up instantly, like original FHQs, they will be able to "converse" only by engineers and (maybe) only with Tier 1 and only on captured territory. In that way we solve 2 problems instantly - we making T1 more interesting for players and giving to USSR (as for faction) better offensive abilities.
You can say, that it will be "ridiculously OP", but:
1. That kind of FHQ (building) is not repairable. So it means, that it is way easier to destroy that FHQ, than MedTruck (for example), or UK FHQ.
2. FHQs won't be able to be installed on enemy territory. Guess, it will save us from fast rush'n'push.
3. It won't heal soldiers around (may get medics from Main HQ upgrade maybe), won't buff them anymore. Just retreat and reinforce point. Free medics for OKW?
4. UKF with emplacements have FHQs it is OK. OKW with top-tanks have FHQ and it is OK. USSR without super tanks or defenses get FHQ - OPOPOP! Sounds strange, don't you think?
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playercard pls,
mr. daspoulosMissCommissarPenileBatRationHitman5
Everyone saw my playercard already, bro. I can say myself - Im not top-hardcore-ESL-YOBA player, so let's all together ignore me.
And you can only write MissCommissar Will be more than enough. |
Solution = damage nerf and either cost increase or to limit one per player.
All inf melt to lmg rifles, obers & falls cannot compete.
Hah, damage nerf? Like it damages a lot, lol. Better nerf Stuka damage - Im tired of watching, how those hell-machines wiping my SU-76s and T-34s. And they very possible to do that, lol. How much tanks Calliope can destroy?
And limit one per player is ridiculous, let's limit all "possibly OP units" in game, like "1 panther per player only" or something like that. I guess no one reasonable player will make more than 2 Calliopes, cos they costs a lot already and all artillery units getting maximum effect in pair, calling more is useless spending of resourses.
LMG Rifles can fight against all infantry? Ok.., I could imagine that about Tommies + Brens (cos they are ridiculosly accurant and survivable), but Rifles... Maybe you use your Obers/Falls wrong, cos whenever I play against US and any Axis faction last my problem is USF rifles. They have a lot of weak points and Axis is full of AI tools.
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So, what is your suggestion, what to do with Calliope for to make it better? Would be instresting to see.
And about your problem - Calliope is no more OP, than any other rocket artillery in game. Katyshas can same wipe your infantry, Mattress, Pwerfers are veeery dangerous to infantry and Stukas, which wipes all my weaponteams and infantry squads...
Problem here is not about Calliope itself, it is about all rocket platforms. More than that, when we compare mostly doctrinal howitzers with rockets we can see that... they are WORSE! How can that be, that non-doctrinal units are such better than doctrinal?! Something should be really done about it.
And about "LMG rifleblobs". Facepalm, ok, let's give to USF some real good tanks (like Comet or even KT) and then we can talk about nerfing their infantry. Since USF's armor is 100% shit (compared with others) they compensate their lack of armor power with infantry. And it's pretty fair, I suppouse. If you have so much problems with USF blobs - use Obers/Falls or Panzerwerfers. Doing job well, last time I checkd. |
This again. Conscripts are fine, they have everything you need.
At nade, anti-garrison, mines, cheap price, decent close combat, merge, and you're still complaining.
There are other options for infantry if you don't like conscripts.
Conscripts are not fine. They are very bad in dealing damage, specially in late. And no, they have nothing I need. AT nade is bad, Faust is 10 times better, anti-garrison nade is worst grenade in game, flare mines nobody use, really, cheap pirce should not be excuse of uselessness of unit, close combat is poor because of lowest rate of fire in game. So yes, Im still complaining.
Other options? Which are? Penals - unit with no purpouse, just a little better than Cons. And doctrinal infantry can't change mainlines.
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Not all will agree, but still - conscripts today are worst mainline infantry in game. And as infantry only worse than them are engineers and osttrupens.
They have ridiuclously low rate of fire, very low and random accuracy, they eqiuped with worst grenades in game and you have almost nothing to make them better for late game, only veterancy and few doctrinal only (!) upgrades. It doesn't look right.
Im sure, that mainline infantry in CoH 2 should be your main power at all stages of game. That works with all other faction's infantries (maybe something same has Ostheer, but that's another topic). But for late you just don't want to use conscripts, you have to use doctrinal infantry (if you took doctrine with that infantry before).
That looks pretty same to vCoH case with riflemans. USF in vCoH was pretty similar to USSR and they had only 1 infantry squad in stock (riflemans) and few awesome doctrinal (rangers,paratroopers). But, no matter how awesome doctrinals were, riflemans also had a tool of scaling them to late - BaR upgrade. Pay 200 MP + 60 fuel and all your riflemans getting 2 BaRs. Simple and effective.
So, why not to make such upgrade for Conscripts in CoH 2? Make in T0 global upgrade, which will be unlocked with T3 or T4, maybe for same 200 MP + 60 Fuel or more (or for 200 ammo, for example), that will change their useless Mosins to more modern SVT-40. Isn't that strange, that main soviet infantry fights with very old Mosins, while criminals, cowards and other trash (Penals) getting new SVTs? I guess, soviet mainline deserve to have that too. Also, that upgrade may not change their weapons but only give 2 DP-28's to them, will buff them good to late too.
P.S. Something also should be done about Molotovs. I guess they need faster throwing speed. Of course, not so fast, as OKW's flame nade, but still...
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No. If you want to play vCoH, play vCoH. If you want CoH2, play CoH2. No need to make CoH2 vCoH.
I don't ask to "fully copy everything from vCoH", don't you understand? Just some things, which could only make game BETTER! More than that, they used a lot from vCoH's mechanics for to make it. USSR looks pretty like USF in vCoH, Wehrmacht has something similar to vCoH's Wermacht... Only new factions are 100% original, but that maybe reason, why they all are broken in that way or another.
So, why not to use those ideas and make game better? Global upgrades for USSR, for expample.
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