Snipers and Mg's.....USF has no proper counter...GG |
Auto deployable smoke, race car blitz in reverse crutch for your bad micro
stun shot on paks and a majority of axis tanks
super heavy tanks period
including ones that can shoot halfway across the map an STILL have that much armor and hp with that kind of range they just sit there and enjoy the shooting gallery
Flak hq which basically stops harasment and locks down the map for majority of the game and allows you to no have to micro your leigs or probably worry about anyone attack your fwd retreat point (USF,Soviet)
The fact that they in general have a LOT less tanks and vehicles but have the same effect or better with them just controlling one
riflenades that are hard to see and have very little time to react to increasing allied micro
one of the HUGEST is mgs that actually fucking pin infantry alloing you to lock down sectors and not have to worry about the as much, not just one or two squads like allies everything in the arc almost instantly that must be nice in retro spect allies mgs that just dont pin and you have to micro the shit out of what the mg is firing at to even get them to pin a couple squads
The fact almost all allied armor is weak to any form of axis at (constantly on alert trying to stay away from shrek blobs or faust) , most allied weapons bounce in the fronts (if you have shitty vehicle micro dont worry it will probably bounce anyway)
grens and vet 5 infantry that can stand on the cap and just ignore about everything other than LM or calliope or use cover just A-move or jump in a house youll prolly win
Cheap over the top abilities like stuka loiter that is broken as shit denies a huge area to any armor play makes any allied player have to get out of that giant fucking circle (microing every thing out of area, AA units dont really work) quick as shit before they get engine dmged and are auto finished off by the stuka by a click of a button
Stuka dive bomb that is over the top auto erases everything in the area keeps allied players constantly microing out of area they think its going to land moving all team weapons but there prolly fucked anyway the aoe is so large but you can never be for sure it is and if your USF your just fucked you have time to retreat infantry first but your major and ambulance are fucked for sure all with a click of a button
insta plant mines
built in AA that cost you nothing
What he said.
Again, I have no idea how anyone can say this game is balanced in any way shape or form for USF. They are the weakest and most expensive faction to play. They are an overly expensive infantry designed faction that forces players to blob. Their tanks are weak and their light vehicles are destroyed in 2 hits. They have no proper artillery (which is a HUGE problem) and have no way to deal with units in buildings. They have little to no abilities and require some of the best micro in order to even compete. |
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Im not saying the Ost sniper is bad or anything, hes probably the best in the game. But unlike soviets where the sniper isnt really groundbreaking important, losing the Ost sniper early is detrimental to your early-mid game play as Grens are fragile and lose to allied infantry w/o a mg42, the same can go for cons but cons are a 6 man durable squad able to hold ground for a while against axis infantry unlike you can bring support weapons or elite inf/more cons to support.
The OST Sniper is game breaking against US Forces if you get them late game while you have tanks out. A US player cannot and will not kill your snipers with your tanks on the field and snipers just drain US dry.
Company of Heroes 2 is by far the most imbalanced game I have played in my life. I have no idea what relic's balance team was thinking. Removing key units from COH1 US Faction creates so many problems for this game (Flame engi's, snipers, mortar teams) that a US player just gets stomped on certain maps since they can't deal with units in buildings or don't have the units or abilities to stand up to late game Wehr and OKW. |
I seriously don't even know what to say to Relics balance team.....Do you even have an inclination of how to balance a game at all? |
First of all, Pathfinders.
Second, the fact that M20 has counters doesn't mean USF doesn't have effective anti-sniper counters. It looks like the real problems aren't snipers, but inability to dodge anti-tank threats. Seeing as AT is far more prevalent than snipers, you're worrying about the wrong thing and fantasizing snipers as being the solution.
So what are the effective anti-sniper counters then? Can't name any? Oh yeah that's right cause their aren't any effective counters! My inability to dodge anti thank threats? ROFL yeah ok, with the massive damage of a panzerfaust AND engine critical damage, nice try. You're going to post and tell me that I need to l2play (yet I am lvl 13 in the 1v1 ladder) yet you give no constructive advice on how to effectively deal with snipers as US.
Everyone else that would like to respond, please give constructive advice on how to properly counter snipers other than saying L2play please. |
Main reason? MP drain against OST would be insane. Grens are 4-man, 30mp per model squads, whereas USF squads are both bigger and less expensive; combined with rifles being better (and cheaper) than grens, giving them the ability to MP drain OST that hard would make USF insanely overpowered.
So a rifles 28 MP reinforce cost per model is that much better then right? If you do the math it's actually more expensive to fully reinforce a rifle squad then a gren squad, but you're saying it's fine to MP drain US.....that doesn't make OST insanely overpowered? Have you played US? Do you not know how you spend ALL your MP on reinforcing just 3 squads of rifles from sniper fire? US is HIGHLY underpowered with no late game whatsoever.
You can't port over abilities and squads from COH1 and leave their counters out and think the game is going to be balanced.
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Seriously, there is no reason that they shouldn't have them. US have absolutely no proper counters to an enemy sniper. The utility car is instantly destroyed (and snared) by panzerfausts and even then the AT gun destroys any light vehicle in 2 hits (regardless of armor skirts).
US have nothing but infantry units that they HAVE to make and these units are easily countered with MG squads. Smoke and grenades are a costly way to deal with MG's and if you go this route, then scout cars will just come out and kill units with range while snipers just sit in the rear. There is NO counter to this. Even if you manage to get in range, they will just retreat, heal up and start it over again costing them nothing. Then out comes tanks and that's game since you spent all your resources trying to kill a sniper.
I don't understand why US never had snipers ported from COH1, there was a reason the US faction had a weapons support center, and that was to deal with MG's, mortars, and other snipers. Why would you leave MG's, mortars and snipers for OST, but then take them away from US? Diversify this game and give US proper units to counter so it comes down to gameplay and not blind luck. |
Can you explain us a bit more? How did the things develop and which units did you get? I am at work atm so I might be in of some assistance.
Just watch the replay, I had the game, but once the KT came into play there was nothing I could do. |
So I've been saying for a while now how US are under powered and need help. I have made suggestions against instant squad killing rifle nades (which is still an ability that is completely overpowered). However the balance against OKW right now in it's current state (pre-patch) is horrendously tipped towards OKW. Once late game hits a US player will have 0 chance of winning. This is due to a lack of units that can survive against obersoldaten troops and king tigers.
Replay link:
https://www.coh2.org/replay/52607/complete-imbalance
I know they have lowered the rear and side armors of these tanks but US is still going to be lacking in the game (post patch).
I am suggesting that they add more units to the US tree that aren't commander specific. As it stands the only unit US is getting is a mortar team (which is still not enough). Any map with a lot of buildings (ex: semois) will still be heavily favored against US.
Units such as flame engineers need to be made available as a standard unit that can be built (by any faction) to deal with units in buildings. This change I feel is a must to keep this game from being tipped towards any faction.
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