I must admit I did not watch the Steppes win against the chinese team (and Asha doesn't have VoDs), but it appears like this team swapped from triple DAK to double DAK, making sure there is a 2nd coastal cheesespammer, do you think the rematch loss has nothing to do with this?
And regarding changed build orders, I am genuinely curious what USF is supposed to do against these strats, as imo USF is by far the weakest teamgame faction. Mainly due to how their indirect fire is complete trash or how their whole faction design is beaten by DAK pgren + flak + AT gun in early/mid game
Well I have to point out that in a large mode each faction (unless all the team has the same faciton) can provide units that are powerful and not everything, it called teamwork.
There are a couple of commander that allow CP 0 paradrops. These abilities are very in large modes and games, especially when there are house around. They allow the user to deploy and fortify in key location. The delay that can cause are amplified by a number of reasons including:
Long travel times
difficulty dealing entrenched units early in the game
fast victory ticker
Imo the abilities should be looked at and possibly start on cool down
I am not sure about the system implement for causalities of passengers in the case of vehicle destruction but I think that system of COH2 of critical deaths has been implemented. If that is the case the system is inconstant and can result from wipes to no effect.
Imo the outcome should be more predictable.
I would suggest that chance of critical death should be limited (or even set to 0) and another mechanism should replace it.
One could have a small explosion triggered when a transport is destroyed with only friendly fire that would damage and possibly suppressed the passenger of the vehicle destroyed.
That change would make the outcome more predictable.
Don't be confused with the words and their meanings, lol.
"Assault Rifle" is just an English translation of the weapon's name, itself a piece of propaganda. That doesn't mean it's intended for assaulting positions, much like how the Democratic People's Republic of Korea is not quite the shining beacon of democracy in East Asia.
Two things:
On the matter of "names" its not just a name like m1 Garand,it is category of weapons like bolt action, sms, lmg,..That is why I characterized it as " counter-intuitive" because it because the unit does not perform as the names would indicate, like an lmg that work better at close range.
On the matter of "intention" or "design" the weapon seems to be designed so "assaulting positions" as it has a good moving modifier.
I suspect that this is reason "automatic fire" ability has the speed penalty, so it does not turn them in to a unit with very high sqaud wipe potential.
And this is where the problem lies, the moving penalty make the ability bad especially since it seems that penalty continues to apply even when retreating. Imo the ability should be redesigned without the moving penalty.
Wish they had just turned this unit into closerange terminators like Rangers rather than this weird "easier to use at all ranges" approach.
The TTK changes for t0/1 infantry last patch was a massive step in the right direction but it still feels wrong when semi-elites with FIVE stg44s are in the opponent's face and still need 3-4 seconds to wipe a single model.
Imo regardless of any issues with the design itself there are issues with the implementation.
PG are a rather mid game unit which then has to gain vet 1 to have access to the ability.
Even if one get the ability and one want to use the unit according to "design", one has to move to mid range pop the ability and wait several seconds until it start kicking in.
The problem come mainly from speed penalty since the enemy has several way to exploit this either with using explosive weapon like mortars/grenades or simply by moving to far range or out of range. Think I can understand why the speed penalty was introduced but I suspect it makes the ability very circumstantial.
Since the ability has 120 sec CD the only use I can see is as mostly as defensive ability when enemy charge at one's position which is completely counter-intuitive.
About the TTK imo a 25% change is massive (regardless even if it is the correct number) and I would had expected from Relic to realized that from previous games/patches and to apply smaller changes evaluate the impact and then re-patch if needed.
The Panzergrenadier Squad has seen some changes in the new patch with one of the more counter-intuitive to me being replacing "sprint" ability with "Automatic Fire".
Automatic fire seems a ability that increase DPS with but also applies a speed bonus and according to the patch notes "We want this unit to fight from cover with their assault rifles and only close when there is an opportunity".
That sound very counter-intuitive to me since you have a unit armed with "assault rifles" that has little reason to actually assault.
Imo one could try to make this unit simply more versatile by allowing 2 separate firing modes as semi automatic rifle (being slight inferior to bolt action rifle long range but better to mid to close) and full auto being less effective than smg at close range but better at mid to far.
The XP value of the unit also seems to be too high since it is identical to the PZIV. Given that is gun is much inferior the XP value should either be reduced or/and the unit should have shared veterancy like other officer type/support units.
Glad to see that some of my suggestions about the command panzer IV for COH 2 actually made it to COH 3 but there is still room for some improvement.
Hull down
The Wehrmacht version should have access to the ability since it available to most of its tanks.
Supervised Advance
The ability icon should have an indication that the ability is active and a timer for duration/cool-down as most abilities.
Description should be changed from Support/Timed to Support Aura/Timed or (Aura/Timed)
Armor-piercing Rounds Loaded
Change the name to HEAT anti tank rounds or Shape charge anti tank rounds to indicated lower penetration value than other AP rounds (possibly at a low deflection damage)
Since there other units in game that use the same gun (like the Stummel and stug) use different profiles/animation/projectiles for the two firing modes HEAT using the current and HE anti infantry using the stummel/stug’s so that user can easily see what munition CP IV is using.
If possible have different priority for the two weapons (vehicles/infantry) while switching to HE should disable prioritize vehicles.
Change description from Offensive/Toggle to Main gun mode/Toggle or Firing mode/Toggle or munition type selection/Toggle
Veterancy bonuses
Bonuses should be designed specifically for the unit and should/could include improvement for the auras like increasing bonuses, greater aura, cost, duration, cool down.
Cost
CPIV should have a reduction in MP cost to a value lower than the PZIV.
Side Skirts
The Wehrmacht version should benefit from Side Skirts (not sure that is get the bonus)