Probably because the design of Stormtroopers as Infiltration Units is actually balance and it's not a complete insta-nuke-your-support-weapon kind of unit: They infiltrate, they harass; if enemy don't relocate their support units, they will get wiped (Rather than Commandos and Fallschirmjagers where you don't even have time to relocate your support units... they just got god damn insta-wiped with nuke nades and extreme close-range DPS, which is just pure cheese!). My suggestions are to make them more balance similar to Stormtroopers, while adding the increase capping speed to highlight their role as infiltrators/supply-line disruptors, not nuking-your-sh*t-then-run kind of cheese.
P/s: Maybe just me, but if my suggestions actually work, I would want to see Stormtroopers' Medkits got replace with "Booby Traps" (Similar to JLI and Obers) to further highlight their disrupting role.
Stormtroopers may be balanced as a unit, but that was not what I was talking about. Stormtroopers are entirely pointless to the faction as a whole. They are overly expensive for their performance (especially when considering their performance with any of their upgrades), and they don't do anything that can't be done by other units. Even their cloak is covered by other doctrines, all of which have more value to Ostheer than Encirclement. |
Actually, I find that they cover a lot of the brits' weaknesses really well. Garrison messing with you? No problem. Sneak a gammon bomb in. Mortar giving you trouble? Hold fire and hunt it down from camo, and even steal it afterwards. They're in some really good commanders too. Commandos are literally the only reason that brits don't absolutely have to build pits every single game.
You got me wrong there, I was talking about Stormtroopers. |
Plus the two-model sniper team is actually a disadvantage since it bleeds way more manpower compared to a single sniper.
That don't make no sense, if the German sniper dies, you just lost 360 manpower. You can move on from there and try something else, but that doesn't change the fact that losing the German sniper (which happens quite easily) is a significantly higher bleed in all aspects than losing a single model of the Soviet team.
With the recent changes to cloak, the German sniper also loses much of its offensive nature, so even that part is not entirely true anymore.
That said, I don't see how any of that necessitates any changes, considering that the Soviets have had quite the heavy nerfs in other areas. The T-70 got toned down quite severely, which was probably the single most annoying way to use snipers in combination with. That synergy is mostly gone, and thus the combination of T-70 and sniper isn't powerful enough anymore to warrant a nerf or change.
There is also no need to change the German sniper in this regard, because the German sniper was always meant as a harassment tool, to either prey on hurt squads not being pulled back instantly (because the German sniper can indeed put quite a hurt on a 3 men Conscript squad), or by weakening approaching enemies sufficiently for your Grens to take them out on approach. That role is still sufficiently met, so there should be no need to change. |
I don't really see them that often at all, which puzzles me.
They're sitting in Tier IV, the slowest to reach and one of the most expensive to reach tech levels in the game. Combined with the fact that you can't skip tiers as Ostheer without losing the game, going Tier IV is almost impossible below 3v3, and in big team games the amount of anti-tank vehicles on the field both makes the StuPa impossible to use and necessitates that you also invest most if not all your resources into anti-tank vehicles.
If your team is decent enough to carry you, you can try and pull it off - make sure to go for a doctrine with Panzer Tactician, otherwise the StuPa will be gone in seconds. If it works, it will be beautiful. If not, you just wasted a shitload of resources on a unit that was a gamble at best.
P.S.: It coats more fuel than a Panzer IV. |
This way, Commandos will behave similar to Stormtroopers on live version, which haven't got any complaints so far.
I wonder why nobody complained about them. Might it be possible that almost nobody ever uses them, because they offer nothing of value to the faction they are a part of? Hmmm, what a mysterious riddle we have here… kappa |
I know that reverting the faust seems completely lame, since it makes MechHQ starts even less appealing than before.
Mech-HQ starts are not "less appealing", they are impossible to pull off, if you're not one of the top ten OKW players. Yes, I know that OKW in its current state reks almost anything, and that should of course be fixed, whenever Relic allows you to do so.
But the problem with Mech-HQ strategies is certainly not an expensive Panzerfaust ability. However, that was definitely not the focus of this patch, and thus nothing you could have changed. |
Except that the Sherman did have a working single axis gyro. It wasn't tied into turret rotation so it helped some but not as much as modern gyro would have. A lot of the crews didn't know how to use it so they probably should've had the same poor moving accuracy that other tanks had. One of the vet abilities could've been reading the instruction manual......
Just look at my post, the stabilisation did nothing to help fire on the move. It wasn't even meant to do that. It allowed the gunner to more easily identify potential targets and rough-aim the gun while moving, decreasing time spent standing still. Nothing more.
If you can get your hand on an old-school, mechanical artificial horizon, you can see for yourself that while the horizon does hold relatively still if you start shaking the thing, it will wobble around regardless of its stabilisation. That is acceptable for differentiating between up and down in a plane, especially as the horizon itself is only a couple of millimetres away from the gyroscope. But we're talking about engaging targets that are potentially more than a kilometre away. |
When I was referring to shooting on the move, I was thinking creeping at 10km/h, not full throttle. Hehe. Otherwise you are absolutely correct. The tiger I believe was an exception due to slow speed, suspension, and sheer size would created a smooth enough ride to fire relatively well on the move.
Have your ever driven any kind of vehicle off-road? Even simple grassland and plains will make for a bumpy ride to the point where trying to use binoculars as a passenger will be a pretty frustrating endeavour - and a tank gunner's sighting equipment was nothing but a monocular in most cases back then. You won't be able to reliably aim the gun, let alone get a shot off on target, regardless of speed. As I said, that technology didn't even exist in the 60s and only came about during the late 70s with advancements in digital firing computers (the Abrams and Leopard 2 probably being the most notable examples of incorporating those technologies to great effect at that time).
The Tiger's off-road speed also wasn't that much lower of many other tanks at the time, its cross-country capability was even higher than the Panzer IV's or that of the Sherman (unless the Tiger broke down, that is ![:D :D](/images/Smileys/biggrin.gif) ).
That said, COH2 is not that much about realism. The Sherman got the lower movement penalty for balancing reasons - most of which have been buffed away by now. The Cromwell and Comet got the lower penalty because Lelic. This is especially ridiculous if we consider why the movement penalty was introduced in the first place (COH2 didn't have it at the start): To lower the chance of wiping infantry units on retreat by driving after them. So why any vehicle that is effective at dealing with infantry (like the Sherman on his HE shells, let alone the Cromwell and Comet) has a lower movement penalty is something Relic will never be able to logically explain. Which proves again that we're talking about Lelic here. |
Good luck surviving to the late game as Brits without any side tech, especially after the nerf to their tanks.
Because surviving late game is so hard when you (even after the nerfs) still have the best tanks in the game and one of the best AT guns at your disposal...
The problems Brits seem to face are definitely not owed to any of their tanks, neither before nor after their nerf. |
Just to bring an end to this insufferable OT discussion about stabilisation: None of the systems used in WWII allowed any tank to fire on the move. Not the Sherman's gyro-stabilisation, not the Panther's suspension. Heck, that technology didn't even exist in the 60s - the Leopard 1 featured one of the most advanced stabilisation systems at its time, and it still couldn't fire on the move and hope to hit anything.
The only thing these systems allowed were for the gunner to pick up and identify targets on the move, severely reducing the time needed between sighting a target, stopping, aiming at it, and firing. Rough targeting could be done while moving, reducing the time standing still and thus severely decreasing the chance of being hit at longer ranges.
The Panther's suspension on the other hand didn't provide such benefits at all - if the tank drove over a small bump, it helped. But certainly not enough to allow any kind of effective targeting and firing on the move, especially not off-road!
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IMO there's two ways the Panther could go to make it a useful vehicle. On one hand, it could be made into a Comet clone (after the Comet nerfs that is). That would be a reasonable and well positioned state. On the other hand, it could be turned into what it was meant to be: A pure anti-tank vehicle. Get rid of that stupid pintle-mounted MG, and buff its DPS - either by increasing damage or by decreasing its reload time.
The StuG on the other hand should have its rate of fire lowered in exchange for some sort of anti-infantry buffs. Ideally, the StuG should gain the same HE/AP switch the Sherman has. That way the StuG both sees the necessary nerfs and changes to not overshadow the Panther.
At the same time, we should think about the Ostwind. As it stands right now, the Centaur beats it in all aspects except mobility (the Centaur also beats the Ostwind in a 1 on 1 MVGame), which is nothing the Ostwind can make use off due to its ridiculously low accuracy (and the movement penalty of course). It's like putting a sprint runner into a long distance run, and be surprised that he can't use his speed to his advantage.
If the StuG gains more anti-infantry power, the Ostwind will be less useful than ever, unless it also gains something. I suggest a switch that disables movement entirely, but adds suppression to the main gun. At the same time, the Ostwind should longer be able to be dug in with certain Ostheer doctrines, as that could make it insanely OP. |