The bunker spam is really frustrating. You have to constantly pressure an OST player or they will just sit there and bunker up. Sure you have the tools to take down a bunker, but it's not always alone and when you're off dealing with a bunker, you're pulling active resources to fight a static spot that isn't really hurting that enemy player that much.
In larger games its a problem, being pop cap'd and just spamming bunkers all over the place. It's a boon, you can protect your flank, a flank that on same maps can't be outflanked and then move your MG42 somewhere else where its more useful.
Fighting positions should also cost pop, but they should also be as hard to kill as an OST one, the riflenade from the RE is rarely used, but i dont care if you get rid of it. Never won me a game personally.... and people talk about munitions starved? HAH... USF needs munitions to do anything, far more than OST does. |
Is there a particular game mode we're talking about here? I rarely see a croc used in 1's or 2's.
Croc is a lot of resources, so is that firefly. So you must have some advantage over your opponent or he's already winning so hard this is just the swift payment for allowing him to get this out of hand.
2 Pak's and some Stugs is pretty much how you take care of this. Sure, there's a firefly back there but you can easily field 2-4 STUG's for the price of his combination. The Croc will get pounded by STUG's at max range like the Paks, and by the time he can close in to make the Firefly useful, the Croc is defiantly going to be backing away from the situation, or probably dead (faust, i mean if he's busy flaming an AT gun he wont be flaming the faut, or vice versa).
Target Weak point his ass, and laugh as STUG's not only rip thru the croco, but can totally rape a Firefly. Firefly's are only good at max range engagements, get them to tango w/ more than 1 tank at a time and they have to back away from a fight... and lets be honest Stug's are amazing right now.
Best price for performance for a tank killer, and they just increased it AI capabilities and lowered the cost of the MG while still allowing it to punch holes in any medium tank, and reliably hit heavies (so few heavies anyways that they have to ever deal with). |
This also sounds very petty, but hotkeying your units can do world of good as clicking constantly to do actions is not the most efficient way to tackle combat.
This is less of a critique of the problem and more of constructive criticism on how to bring your A game out. |
The entire purpose of the incendiary round ability is to give a chance to wipe squads or, in other words, give a chance to counter soviet sniper team. Changing that ability would hurt wehr sniper survivability.
About that stacionary ability, as proven countles times anything that makes your units stacionary is a no go. Your sniper would be rushed and killed in no time.
I thought incendiary shot was like any other incendiary device that it was for area denial. Using it to counter another sniper just sounds very odd to me. |
If I'm not mistaken the To The Last Man passive on Penals (get stronger as models die) never made it to the live version.
I agree with you on the game being awful on communicating important mechanical information to the player.
Honestly RELIC would do a world of good to make a comprehensive tutorial to get new players in. Coh2 has had a somewhat niche community for awhile. Until I made some friends, I found the game horribly frustrating because I didn't understand the mechanics and was getting destroyed repeatedly.
Though the heart of the game that makes me coming back is defiantly these deep levels of complexity, knowledge and even RNG honestly. Relic's newest ESSENCE engine was used for Dawn of War 3 and it fell flat on it's face for removing what made relic RTS games.. Relic RTS games. |
If you rewatch clip you can see I had 2 units firing instead of 1, i am so tired. Just played for 6 hours straight that I cant even edit a clip properly haha.
It's happened before, while both of us in hard cover, I have to agree that volks damage without any upgrades feels like paper in this patch in comparison with ally units. Conscripts are still bad in my eyes, i can handle them from a distance no problem but Penal...
Conscripts recently went from 16 damage to 12 damage which was a nerf, but they gained like 25% more accuracy which made them far more reliable. Mostly in close range engagements which is why we're seeing them used more and more.
Penals passive is part of the issue, the more men they lose the stronger they become and not man people know that. Or at least ,it has not been mentioned yet in this forum that the lower the squad number the more lethal a penal could become (I mean you're less models so less guns.. but still shouldn't be overlooked)
Sometimes people just look away, " Oh yeah ill win that " then realize the Penals actually won and they lost a squad. I've been having to teach a friend of mine who has only 50hrs clocked on Coh2 all of the in's and outs of Coh2... and my god you don't realize how high of a learning curve this game has. " All the guns are different, and yes theres like 30 units all with different guns " |
The first engagement seems like bullshit, but the 2nd one it's obvious that Grens would lose that.
It's almost like the cover didn't matter or the Grenadiers were blind in the first engagement. I've had Grens snipe retreating squads so often....
Got a stats sheet for received accuracy of Infantry Sections handy? |
The volks have been a balancing act for a lot of their release. The core problem was their vet 5, they used to get it super easy with Shrecks. So they they removed shrecks, but then the AI got too good with vet5 + stg's, incendiary grenade, and they also get a tank snare.
In my honest opinion, and since we were quoting game hours, I have over 2000 hrs played and while I'm no 1v1 master, we did make it to the top 100 in 2's.
The Volks need to have a focus, they can handle almost any situation and because of that they do not excel in any given situation. At one point they were very strong, vet5 volks w/ STG's were just mowing down anything, and for a main line infantry to be that strong feels a bit overpowered.
1) Removed the panzerfaust, perhaps give it to Sturms when they upgrade w/ their Anti-tank package? (Also maybe have a similiar vet like RE where sturms can get an extra squad member? 1 shreck on 4 weak dudes usually maens they get wrecked) Up the AI capabilities of Volks.
2) Remove the STG44 upgrade from volks, and buff their stats to be more on par w/ Conscripts/Grens/Rifle/Infantry sections. Honestly these are every factions mainline troop, and engagements "should" be left to positioning, closing, and tactics. Rather than " mines significantly better" we're not talking about grenades or anything, we're just talking about raw duking it out firepower.
Note, Penals are still considered more elite in my mind than cons as they do require an actual building to produce while the others (except Grenadiers, but what else do you call a mainline infantry for ost, engineers? or machine guns? lol... but this is also why grens perform well, and the riflenade is still insanely strong).
But volk balance is very difficult, they've been OP as fuck in the past, we can't go back to that. |
So we're comparing a what...
250 Manpower (or is it 240?) 5 man Volk squad to a...
300 Manpower (plus the building, so like 200 manpower + 10 fuel? ) tech upgrade.
Now lets look at the clip, he was sitting in green cover, you sat in no cover.
I don't understand why this is surprising. Engaging a squad already in green cover while sitting in the open. You should of tossed a grenade and hoped for the best because he was already in a favorable position.
Penals are great, but you give up tier 2 which narrows down your toolsets. It was also the only reliable way to counter Volk blobs or G43 blobs that came the Soviets way.
Also I'd stop arguing that convicts were shit, this is a video game. Historical accuracy is not the main focus. |
Counter sniping requires too much attention and micro, why don't you do what every OST does and run it down w/ a scout car?
That or run double turbo mortars, keep him dancing while you let your mortars auto-fire and he'll have to micro the shit out of them, while you are free to tear up the map.
Other than that, I don't think making one sniper superior to the other is a good solution. They should just make the soviet and OST snipers stats mirrored with some fun vet abilities. That way it's really just who gets the jump on who, and not " Well it's a 2 man team, im boned " or " Oh I can't use my sniper, cause my sniper can't counter snipe, derp, yeah " |