every faction has brain dead tactics like blobbing and Mg spam etc, its not something thats unique to axis. I dont agree with your statement saying axis squads are more forgiving because axis usually have smaller squad sizes, making them more venerable to being wiped.
You need to define what you mean by 1 powerful unit and weaker allied units? what units exactly.
In team games this a is a trend ive noticed, in low level games axis teams win more but in higher level games where you tend to have organised teams, allies are winning more. |
dont allow the ambulance to reinforce from minute 0 and this alone would help solve the paths problem, no need to nerf anything else. ambo Reinforce can be unlocked through tech to delay early aggressive ambo.
Would be nice if rear echelons got a long range DPS buff so they can synergize better with riflemen builds and support riflemen more effectively early on (like volks and sturms).
USF has good units but they seem less diverse compared to other factions making them boring and predictable |
Paths vet too quick, increasing ther vet requirements is one way to help mitigate this strat without nerfing them into uselessness.
Another issue is the ambulance. USF having forward healing and reinforce at minute 1 is stupid and makes pushing USF back almost impossible. BUT This is only true vs organised teams though as if the average noob does it, tends to lead to a dead ambo.
That being said if you dont go this strat, i find USF very underwhelming in team games and the most boring faction to play with.
If there is any future patches and this Strat gets nerfed, hopefully at the same time other areas of USF gets buffed |
Axis are OP in 4v4 currently according to Coh2Stats.com.
As I have said in another post Soviets are weak in 4v4 because they are so slow to get to the front line. This is compounded by more people only owning Soviets. So the lower down the ELO ladder the more soviet mates you have on your team.
Recently I had another revelation for allies in team games. Every game I play at low-mid ranks the allied players do well until their first tank comes out. The rest of the match their infantry sits idle.
Many lower skill players can only micro one thing at a time. Since axis tanks are much stronger than allied tanks, these same skill level players perform better than their allied opponents. Once they smash the allied tank they have free reign to smash the rest of that players army that is sitting idle.
Add to this the comment by Aerafield that allied teching is not as straight forward/easy for noobs.
The real issue is at higher ELOs. You start to see less 3 and 4 soviets in a match. And a mix of allies can be very strong and hard to deal with at higher ELOs.
So the current state of balance is good for low rank axis players but slightly bad for high rank axis players.
No the real issue is the the fact there is a Strat being abused by USF. All these things about lower skilled games can be resolved by the players themselves as they learn and get better.
When it comes to teching, OST is the most simple followed by SOV. All the others can be confusing for new players, this is not an only allied problem. Whether a tank is "strong" is entirely down to how the player uses it |
The pathfinder strat is defo very difficult (almost impossible) to counter in team games. Paths vet too quick and having ambulance behind them to reinforce is proving to be OP ( ive always felt the ambo early on was a problem, now more then ever). But without this strat USF is boring to play and predictable |
COH 2 has an asymmetrical design.
Asymmetrical Definition : having parts or aspects that are not equal or equivalent
This means that each faction has unique strengths or weaknesses. Balance team decided to remove the "Strengths" of most factions thinking that it would make the game more balanced when it in fact did nothing more destroy faction identity.
Let us take OKW for example. I can list many examples with different factions but OKW is the easiest to point out. They are the only faction with a unique veterancy system being the only faction with 5 levels of veterancy. They nerfed 5 star Vet to be equal to 3 Star Vet of equivalent factions...so why do they still have 5 vet levels? They might as well make it 3 as its just there for superficial fluff and would make the game more consistent.
OKW also lacked basic tools like an MG, though they were able to get it via a commander. So why is it that they give OKW basic tools, but USF still does not have non doctrinal artillery?
If the balance team was going to go down this route then they should have ensured that all factions had the bare minimum tools without requiring Commanders instead of cherry picking what they wanted added to their favorite factions while leaving others ignored or they could have gone the other route and locked basic tools behind commanders for all factions in an equal way.
Everything that the balance team has done was half assed at best and the only good things they did were the bug fixes. Every single balance patch that they added had something extremely overpowered in it which required a hotfix afterwards usually due to some overpowered Axis things (B4 being the exception).
I would have preferred if they didn't touch balance at all and just focused on making fancy commander portraits and bug fixes, especially when they are responsible for half the maps in the game which are usually some of the worst designed/imbalanced maps in the game. In COH 1 I didn't mind playing any of the maps in the game. COH 2 half the maps should be banned and you will see most players have the maximum amount of map vetos selected for good reason.
wasn't it relic decision to give MG to OKW?. Im pretty sure balance team tried to consider non doc arty options for USF but relic blocked any changes (like making callopie non doc). I would not blame the balance team fully since relic often tied there hands and its unjust of you to call that cherry picking. Yes there was some changes that proved to be OP and they hotfixed them so whats the problem? ofc nothing is going to be perfect when changes are made and for ANY game multiple iterations will be needed, this is common sense. |
grens op lol , the amount bs thats being said he makes it seem OST are having 90% win rate but no. But as usual people ignore facts like win rates and refuse to look in the mirror as that's where the real problem lies.
Regarding brits, they do have some probs in 1v1 but that's due to ther bad design and not to do with OST. In team games brits are very powerful. |
Yes, and no other squad is as cheap.
No one said they compare to "actual" SMG assault squads that for the most part also come much, much later in the game and cost 50% more MP. But pioneers starting at mid range beat Allied main lines in the early game, and they do that until min 5-10 as I described earlier. Or do you seriously want to debate that and stick with your 1 minute?
what? no they dont??? which allied squads?? penals and Riflemen will TEAR through them, or do you mean cons and IS? both of which will still beat them on most occasions unless rng is in favour of pioneers |
grens op? grens the best main line now? wtf are people on this forum on about. they are FAR from OP. |
OST and Sov. I had a friend of mine play coh2 for the first time and he didn't even understand how to tech with trucks and all the side techs lol |