Penals nuking everything hohohoho
T-70 wipes hahahaha
Cons OP vet huhuhuhu
strong IS-2 lategame ..... seriously dude, what game and what year are you playing?
Lel, if you lose penals to Grens/Volks, you're doing something horribly wrong.
T70 is still very potent since they fixed its inconsistentcy, much better than the Luchs mind you
Give them a dropped weapon and see them become commandos
IS2 is good, what the hell are you smoking, good stats all around and better than the KT/Tiger lol |
Lel, so basically it becomes a god at no health remaining, genius |
If you nerf this mg, the soviets have no viable early game suppression platform left. The nerfs for the Maxim were so severe, that people will now resort to the doctrine that provides them the same synergy that the old maxim spam gave them whilst being able to stall for call in spam.
The general problem here is not the DHSK as a unit (although it is OP and insta pins lol), but rather the Soviet early game as a whole. The maxim nerfs only harshly showed this to us again.
No, Soviet early game is OP enough as it is with super Penals with nuclear satchels nuking everything they see. M3+Flamer cheese is also an option. Cons are an option too but no one wants too use a secretly OP unit at vet 3. Soviets are supposed to suck late game because OP early game and mid game with T70 wipes. Any MGs that are durable enough to serve as frontline infantry is cancer. Soviets have doctrines too support late game anyway so it's not like you can't pull the IS2 out of your ass and wipe squads left and right. |
So, I decided to just rewrite the entire thing again, but this time I put short notes instead because screw rewriting the entire thing again:
1. First Rifle should always accompany RE unless your strat involves 2 Rifles rushing his fuel.
2. Rifles should not retreat vs lone MG if they get suppressed, move them out of the arc and only retreat if he has units going after your suppressed infantry. You also should have backup Rifle coming to flank the MG.
3. Chose a doc too early and revealed it. OST could've counter pick doctrines that can wreck you early-mid game.
4. Always send a squad to cap the side where you're not fighting. This applies to all factions.
5. Pack Howie is very situational in the current meta. Better avoid it and get Stuart.
6. You teched for Lieu and Major together after your Captain which significantly delayed your Sherman. Always tech 2 tiers only unless the game drags out and you have tanks on the field.
7. AT guns must never be sent alone.
8. You did not push North which was wide open, screw red cover, you need to make him send squads somewhere else so you have better chances of winning the main fight.
9. You did not Double BARS on Rifles which was a huge mistake.
10. Dodge rifle nades, the Gren will kneel and face your units' direction. Get out of cover immediately and come back in once the grenade has exploded. Your Cap got wiped because of it.
11. Panzer 4 was damaged at minute 18 yet you didn't snare it, and it even had the courtesy of driving right by your Rifles for a swift Bazooka/AT gun sex. Rifles have snares at vet 1, use them.
12. Your opponent made the mistake of going HMG in this map, too easily flanked and can't cover wide areas in middle of the map.
13. Rifles sent to die by mines which could have been avoided by your RE with sweepers, and yet you still insist on sweeping mines with your men. (Bottom fuel and top resource point)
14. Cap should not be upgraded with Zooks if you get AT gun, he is a very combat capable unit and should be given BARs instead unless you lost your RE or you didn't build an AT gun.
15. Rookie mistake of not finishing reinforcing multiple times throughout the match. Always have full squads and at full health.
16. Get an ambo if you have full-model, half-health squads. You have one such squad and you neglected to heal them, so they get clobbered by PzGrens.
17. Sherman did nothing useful. Could have pushed away his Pz4 and smoked his AT gun while Rifles focus fire Shrecked PzGrens.
18. You have 100 points left and he has triple cap yet still stalled for Pershing, should have just gotten a Jackson and pushed North to slow down VP bleed. |
Fucking hell, I already typed a long ass essay and I lost it because I had to relogin. Just when I wanted to help. |
Lol no, if anything I think the Bundled and Gammon Bombs could use a slight reduction in power, also making the damn bombs stop making the flamer useless just because how ridiculous they are at killing houses outright. 45 muni to wreck an entire full health house seems BS to me. |
Sorry, but it's exact opposite of what you saying. Balance have to be done from 4vs4 to 1vs1.
Every software model work that way. The worst case scenario to the lesser case.
and it's done using an iterative process.
First you have to find yours data's domain. (the possible maximum of data case).
If you don't do that, every small glitchs in the smaller data set will be multiply in the larger data set... exactly whats happening in COH2....
It's harder but the only real way to do.
In COH2 all units are nearly used in 4vs4, but not all units get used as often in 1vs1. (ex: The biggest one)
I'm sorry but I have to stop you right there and then. I could write a long essay on why balance must be 1v1 oriented and not team games, but I leave you to look at Starcraft(the most successful RTS of all time) |
When will the nerf hammer hit this thing? For the uninitiated this MG is Maxim on steroids. Insta suppress, high damage, AP rounds, extremely durable and not too mention comes in a meta commander. I've seen units all in green cover managed to get suppressed facing the MG and I'm like WTF. Seriously, the reason why DSHKAs wasn't used pre-nerf Maxim was because Maxims come earlier and didn't force a commander pick. |
It's more of an issue of teammates able to cover for USF's weakness of having no infantry-placed mines, especially in that doctrine. In 1v1, unless you go for Lieu you don't have any source of mines and have to make up for it by having to go Sherman+Jackson first before commiting to Callis. For Lieu+Cap builds the USF player will have no tanks whatsoever and are heavily reliant on RE zooks and AT guns, easily overrun by Axis infantry. |
Grenades are fine mostly except with the exception of Light Gammon and Bundled being able to nuke(read: demolish) entire wooden garrison with full health. You need to micro your units or die |