Just a poll to throw in too. But I think this ability has overstayed it's welcome in the Coh2 community and I'm not sure why it's even necessary.
On average axis tanks have more armor than allied tanks and yet they need the survivability buff of the smoke combined with Blitz to do what?
I mean, the main way Soviets used to take down Axis tanks years ago was ram, a sacrificial lamb to take out an axis tank and even if it meant a suicidal attempt on the Soviet side of things the ram was nerfed so hard it's almost never used now. Sure, it was very powerful but nerfing something to the point it isn't viable anymore is just sad and ruins the asymmetrical goal of this game. The squeeky wheels get the grease as they always say, and judging by the numbers more people need to start complaining about allied factions unless you enjoy the search queues going back up to 80-90% axis and 10-20% allies huh? Don't you guys want to have PEOPLE to play against? cause it's slipping back again already.
This single ability is tied to tons of frustration for not only new players, but veterans. I've been training a friend up to be viable at coh2, but his frustration with pop smoke has him begging me to queue as axis instead because he always finds the Wehr a far more reliable, solid faction that he can depend on. That's a noob speaking.. and he isn't exactly wrong. |
The T-70 hasn't the wiping capacity of the flamers that not only murders shit super fast, but denies cover to your units unless you want to see them evaporate even faster.
A single teller can take out a T-70, you get access to Panzershrecks, fausts without side tech and the AT gun comes in the same building as your HT.
I think you're making the assumption I only played allied factions. I've fought many a T-70 and while it's a great unit, it's a unit the Soviets lean hard on to gain field dominance and if you deny that it can be a knock out blow as it cost them quite a bit of fuel to field the tiny terror that is the T-70. |
Soviet flares OP, next we'll be reading how trip mines are OP too!HAH!!!
If anything is OP it's the OKW flares that basically ruin team games. You can't shoot them down, that damn thing should be replaced by a loiter because what the fuck RELIC. |
Picking an obscure doctrine nobody uses to counter the 251 isn't a viable option. You shouldn't need a doctrine to counter a core unit.
Also, you pick up a Rak to counter the Bren and you KILL IT. So now you're "field presence" is higher than the Brit who honestly, how are you struggling to fight the Brits?
They're the worst faction right now since their Spring nerfs and the fact they weren't even played in the last tournament should be a real eye opener.
Volks have such value, you should be wiping them off the field. The bren is the crutch of the UKF early game and you can easily wipe that out w/ a Rak as its the BANE of all light allied vehicles. |
Like most of the sherman tanks that are "upgrades" the Ez8 is pretty garbage. I always find myself wondering why I don't just make Jacksons and M18 scots because at least they deliver on their promise.
All these sherman variations are just so lack luster and in team games they're basically always fighting panthers. Maybe we're balancing this for 1v1 more than the other game modes but throw out the EZ8 and put a damn jumbo in or something. Something that can support the troops cause it won't die and get swarmed by tanks so quickly.
You know why Combined Arms is forgotten in the Pershing Commander? because the tanks a sniper, he pops in, pops out. It can't lead a charge w/ the USF army because it will get shredded by axis AT so fast... the heavy tank that has less hp than the medium panther, hah! The Jumbo would essentially function like a Churchill, beefy, decent armor, and hard to kill.
USF desperately could use a unit to soak for it, you've all seen Churchill/Firefly combo, this is what USF needs as all of their tanks get wrecked by axis tanks. Jacksons had a nice edge when their hp got buffed, but then it got yanked back down because suddenly Jacksons were winning fights vs mediums... despite all of us having to deal with axis tanks popping smoke and leaving... it's just a joke...
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The UC vs Volks thread happily established it was acceptable OKW should sacrifice their build order to get out an early Raketten to counter it (which is a valid argument). I don't see why this shouldn't be the case for the Soviets. If they want Penals but don't want to get rekked by a 251, they should build T2 and get a Zis instead of stubbornly stalling for their precious T-70 with softcounters. If they want to take that risk, they should be willing to accept that PTRS do not hardcounter the 251 and that they might lose units to it.
Except OKW don't have to pick, they can build a Rak at T0 so it doesn't really disrupt anything. It doesn't cost them any fuel, and it doesn't cost them any teching....
They can still go Battlegroup or Mechanized.. this isn't the same at all. |
Damage of the flame halftrack is insane, anyone who thinks otherwise hasn't seen any other flamers perform. It's got better performance with its flamers than a Crocodile, a 12-14 CP Call in doctrinal for the British on a heavy tank.
Yet this half track can skip up to buildings, melt the occupants, burn it to the ground (almost no flame weapons can do this anymore btw). Kill anything as it retreats and does this all while getting the vet1 ability to detect infantry and possibly have some smoke (because we need smoke on every axis vehicle we can, what if you made a mistake? Oh dear!).
Flamer chasing is probably the most obnoxious thing in this game right now. In fact it's SO good that not only is it annoying to play against, but when you play Wehr you're hamstringing yourself if you DON'T do it. It should have its lethality/dot damage lowered and it could receive 20-30 munition cut to the price as 100 munitions is a lot.
As stated, it makes it very difficult to counter when the infantry designed to counter it are being melted faster than you can fire on the damn thing. I'm not saying Half track vs Penal the Penal should win, but 2-3 Penals w/ the upgrade should be able to scare it off.. instead it flames you and you limp back to base... and pray he doesn't follow you to wipe. |
Conscripts are actually very good, molotovs deny weapon teams, buildings and force LMG grens to move. AT nades are on them, Oorah, flag mines ,cheap, and they can merge.
I don't think they need a weapon upgrade, but maybe they could have a slight cost reduction to manpower reinforcement at vet3? The Royal Engineers used to have that, and while they can be far more lethal than cons.. Cons should remain the utility bucket infantry. They aren't crazy, but they're utility buckets that can perform a lot of roles.
Perhaps the old Partisan upgrade could be an option though, back in the day Partisans could spend 40-60 munitions to increase the squads durability. This would be an interesting way to dump munitions as well as just make sure they survive longer. Often its not the cons that do the lifting, it's the bigger soviet armory, IS-2, ISU-152, Katy, even T-34-76 spam is reliable at mulching infantry.
As a side thought, maybe the durability upgrade could somehow target explosives or grenades. As cons often get wiped by rifle grenades, a source of frustrations for most players. They don't win gun fights, but it will stop the Long ranged fights devolving into whether or not you've been moving around enough to dodge the rifle grenade... something Wehr doesn't have to worry about until you get real close? Or perhaps make the molotov just a throw? I don't get it why a molotov takes like 2 seconds to toss, its just a goddamn bottle! Grenades toss instantly w/ a fuse, and riflenades go off without a fuse. Molotovs are just as obvious as a riflenade, a con squad runs up point blank, they should be able to toss the molotov instantly like any other nade. It's not like it kills you instantly, its like the Volks nade but less lethal. |
You dont see Rangers w/ triple Bazooka because Rangers are not cheap, and the current meta is often lots of Pz4's which have no problems killing of bazooka squads.
Bazookas are fairly bad late game because of their low pen on Panthers, Tigers, King Tigers, etc. You have to get rear flanking to do real damage and the fact that most of the tanks listed are good at killing infantry means USF is gonna get boned. Also ya know, adding all the bazookas means your squads are going to lose the AI fight anyways.
Pershing commander is used for the pershing, Rangers are pricy because they're just too expensive to bring out a bunch.. Paratroopers are basically like super-riflemen to me. I never use the Thompson upgrade, I throw the LMG's on them and let them hold shit and suppress.
I honestly consider the Thompson was a waste of munitions as the LMG is far more reliable... most engagements with axis are going to be long ranged as it's their own preference and now you can do the same with para LMG's. A nicely placed beacon and you can reinforce while doing it too!
+1 to the idea of giving Para thompsons a sprint, but prolly not camo. |
I'm still surprised by the lethality of Close the Pocket, I'm not sure why axis still have crazy call in abilities left. The OKW one is really lethal too... meanwhile P47 got nerffed and the Brits Artillery Cover (which was OP as fuck).
The only saving grace is stopping Close the Pocket is easy, and doing it is difficult. |