Here is where problem of Panther located. Panther is by all means not the best option, its not best AT tank for both Ost\OKW, its not the most cost effective tank for both faction, its sometimes hard to vet and list can go on.
Not to mention that 2 StuGs can deliver huge punch, while 1 panther which costs much more, would have same perfomance in AT just like single stug
I think they are afraid of creating a tank that literally does everything. If say, the panther was really amazing at killing tanks right? But, it does some light anti infantry damage as well. If you get 2-3 panthers then the game is over. Nothing could stand up to that anymore. It's the same reason the comet got nerfed over and over again after release. Cuz the comet covered all bases.
So then the panther gets pushed into a weird spot because they are afraid of what it could become if they made it too good at it's role. Which technically hurts Ostheers late game that they are supposed to be strongest (ignoring commanders).
hopefully decreasing its reload speed on its main gun helps. |
Why use only RE or only riflemen and not mix?
The more riflemen you use, the more you bleed and the more you push out the usefulness of elite troops like rangers or paratroopers. You can give your vet 2 riflemen bars, or you can get a vanilla elite trooper squad around 3 CP. You should use Echelons and riflemen in tandem, but then what exactly is the point of elite troops? This new change doesn't really emphasize elite troop usage like he says, it just emphasizes USF using more combined arms.
I can't imagine dropping 400 MP that I had saved up for reinforcements, teching up, and purchasing upgrades to get a ranger squad. It instantly puts you behind unless you were saving a bunch of manpower by not using riflemen or stalling somehow.
Probably doesn't help that the veterancy on Rangers/Paratroopers doesn't even really get good until like vet 3. Which loh and behold Riflemen have one hell of a vet 3 in comparison. |
The reasons for moving smoke from RE to Riflemen are multiple:
- Giving smoke to RE gives them a combat role, where they lacked any before
- Removing smoke from Riflemen, makes them less of an 1-unit army that puts elite infantry into shame, but still allows them to perform well for cost
- This increases the added value of USF Elite Infantry, which were massively overshadowed by Riflemen; rather than being the non-meta option you go for to surprise people, those doctrines now actually become more competitive to non-elite infantry doctrines
- It allows RE to better synergise with USF Elite Infantry
- It prevents lategame USF play from degrading into Jacksons & Riflemen
- It turns USF army synergy from Riflemen-centric to Infantry-centric
- It allows USF late-game to transition to lower-upkeep Rear Echelons, without abandoning their smoke
- Incentivising players to build tanks other than Jacksons (since both M4 and M8 have access to smoke)
The idea seems to be that instead of going riflemen focused, you'd get a bunch of rear echelons and hold out until you can get rangers or paratroopers correct? I just don't see that being viable at all against current OKW infantry and their Luches. By the time 3 CP hits you basically lost the game at that point if you attempted to go that build. USF elite infantry won't be competitive as long as their CP cost and initial manpower cost is so friggen high. As USF you basically build your whole fighting force BEFORE the 3CP mark. (3 Rifles, Mortar, MG, LT, ect.) |
Is it me, or does pwerfer do shit against 17 pounder?
Honestly the Pwerfer and OKW rockets both don't do all that much damage against emplacements. You figure that should be the hard counter to them or something.
As for the 17 pounder, It'd kind of be nice to see it buffed but it's a catch 22. People hate sim city so it only encourages that. Shooting through objects at level 1 using an ability is probably the only thing it needs right now. |
I'v been saying for years CoH2 should go free to play. Hell the game is practically set up for that already with supply drops. Make Soviets/Ostheer free and the other factions cost money to play.
Though some commanders at the moment may as well be pay to win for certain factions. |
If you show me that there are worse Soviet commanders than NKVD I will cut my arm.
I don't know Hector, I think NKVD has some really good tools.
Radio Intelligence - See what opponent is building and act appropriately.
Air Recon - See enemy's MG's, AT placements, Snipers (can scout for call in arty's). Information can win games.
Fear Propaganda - Pretty cheap muni ability to force retreats(comes at 6 cp too). Drop this on an OKW med bunker when assaulting and watch as he's basically stun locked for 20 seconds.
Plane Loiter - Pretty good against Infantry, you can deny your opponent that in a big fight.
Rapid Conscription isn't worth the cost, and I admit it's a very munitions heavy commander. If you replaced rapid conscription with a T34-85 or an IS-2 it's quite funny how the "worst" commander in the game would became a very viable pick. |
Glad I'm not the only one seeing this. We don't need biased patchers.
For the largest part the patchnotes are Axis nerfs and Allied buffs that eventually will synergize (Elefant + JT nerf vs Jackson buff) and kill Axis lategame.
The excuse is to balance the game for the 4vs4 mode. Strange enough the official developers once told us to balance the game right, you have to do it in and for the small modes (1v1, 2v2) since every change there will affect the other modes.
Thus I see my assumption confirmed that they are making up shallow excuses ("we need to fix 4v4s") to just nerf Germans in every mode.
Even if you call them out for it their tactic is to ignore your comment though.
Units like the Elefant and JT are only ever used in team games. Because getting them in 1v1 is suicide since you spend so much on a tank that only kills tanks.
In 1v1 most USF players don't get jacksons, they get shermans and just micro them. Or they spam m10's. Only time they spam jacksons is if they didn't go Armor Company and the opponent is super ahead in the tank department. Even then the Jackson just scares away tanks, god help it if it tried to dive and got 3 shotted by typical AT.
So yes changing the Jackson and Nerfing the elefant and JT would only effect team games, where you can bully up a Elefant with a king tiger. I think a valid complaint would be "Why get an Elefant now when I could get a Tiger?" The reason imo is because the Elefant has incredible range, and can constantly chew away at allied armor from afar. Maybe the elefant could use some slight compensation in cost for the nerf? Not sure. |
I'll repost what I said in other thread
Personally I value commanders that actually make a faction play differently or add unique touches. I dislike commanders like Lightning warfare that literally give you everything you ever want. I think Commanders like Encirclement are how they should be designed(Not UP, but have a core theme of how it should be played).
USF
For USF I said Airborne. Airborne was my favorite in CoH1. That commander is so close to actually being viable it's aggrivating, just minor touches would actually make it an awesome and unique commander to use (Adjusting CP costs, munition costs, paratrooper delay, ect).
Brits
I voted Commando. Brits should have a commander that emphasizes offensive play rather then defensive. The commander has some good "ideas" but they don't work out quite right. Smoke Raid SHOULD be good, but I often find it helps my enemy more then myself, that and smoking the front of a sector doesn't do anything cuz who would park right outside a sector. Assault SHOULD be good, but it only works on infantry sections. Commandos SHOULD be good, but they come in on a 500 4CP glider. Yet again, little touches here and there can fix it.
I mean other then that royal engineer could use work, I mean people are already mad there are more turtle commanders do you really want to add more turtle commanders?
Ostheer
I would vote for Mechanized Assault(obvious right?) to get more fine tuning (Agrens, halftrack cost reduction, Stug E reduced CP) since yet again it encourages a new way to play Ostheer with different units. That's not going to happen though because it's technically still a good commander.
So I voted for Festung Support. That commander has some unique things that other Ostheer commanders don't. Air dropped smoke and sector artillery could both be really good abilities. But the rest kind of seem just....thrown in there. Seems like a mish mash of ideas bogging down some unique commander abilities. Field Officer is also really close to being a good unit.
OKW
Probably like, the least commander dependent faction. I voted Luftwaffe because like....my god the only good things are like luftwaffe and air recon. The Stuka strafe doesn't do anything, I've sat in it and I can't tell you what it's actually supposed to do. Then I casually grenade a landing luftwaffe squad. Then it has tank traps and AA guns for some reason? Valiant assault is alright, doesn't seem very Luftwaffe to me though.
Soviets
Release not one step back. Counterattack could be fun cuz Mother Russia is a fun ability, I said Tank Hunters since it adds a bunch of fun tools. |
I think he used: other option and wrote it down self in the survey
Yes I did. Wait did the "other options" have no bearing on anything? |
Personally I value commanders that actually make a faction play differently or add unique touches. I dislike commanders like Lightning warfare that literally give you everything you ever want. I think Commanders like Encirclement are how they should be designed.
USF
For USF I said Airborne. Airborne was my favorite in CoH1. That commander is so close to actually being viable it's aggrivating, just minor touches would actually make it an awesome and unique commander to use (Adjusting CP costs, munition costs, paratrooper delay, ect).
Brits
I voted Commando. Brits should have a commander that emphasizes offensive play rather then defensive. The commander has some good "ideas" but they don't work out quite right. Smoke Raid SHOULD be good, but I often find it helps my enemy more then myself, that and smoking the front of a sector doesn't do anything cuz who would park right outside a sector. Assault SHOULD be good, but it only works on infantry sections. Commandos SHOULD be good, but they come in on a 500 4CP glider. Yet again, little touches here and there can fix it.
I mean other then that royal engineer could use work, I mean people are already mad there are more turtle commanders do you really want to add more turtle commanders?
Ostheer
I would vote for Mechanized Assault(obvious right?) to get more fine tuning (Agrens, halftrack cost reduction, Stug E reduced CP) since yet again it encourages a new way to play Ostheer with different units. That's not going to happen though because it's technically still a good commander.
So I voted for Festung Support. That commander has some unique things that other Ostheer commanders don't. Air dropped smoke and sector artillery could both be really good abilities. But the rest kind of seem just....thrown in there. Seems like a mish mash of ideas bogging down some unique commander abilities.
OKW
Probably like, the least commander dependent faction. I voted Luftwaffe because like....my god the only good things are like luftwaffe and air recon. The Stuka strafe doesn't do anything, I've sat in it and I can't tell you what it's actually supposed to do. Then I casually grenade a landing luftwaffe squad. Then it has tank traps and AA guns for some reason? Valiant assault is alright, doesn't seem very Luftwaffe to me though.
Soviets
Release not one step back. Mother Russia could be fun, I said Tank Hunters since it adds a bunch of fun tools. |