Maybe it was always like this, but just recently, I noticed an increase in Brits going emplacements in 1v1s. I think this needs to stop, the sooner the better. I am sure these arguments have already been said a hundred times, so I will be brief. The skill differential between building an emplacement and destroying it is IMMENSE! It disproportionately rewards low-micro play and ultimately ruins the British faction. Players with no micro or general gameplay skills whatsoever are allowed to punch far above their weight, annoying better players with this cancer of a build, and making for a boring gameplay overall.
The problem is not even that they win so often, because usually, they are too incompetent with the rest of their units, resorting to PIAT blobbing and Comet spam(both of which have thankfully been nerfed recently). The problem is that this is in the game to begin with, and it works reasonably well, despite the ridiculously low amount of management it requires. In a balanced game, stuff like this should get beaten right off the bat.
A good place to start would be to limit emplacements to 1 of each, so you can´t build 2 Mortar Pits. Another step would be to radically nerf the Brace ability(either the damage reduction or duration of it). Furthermore, and this is especially important, the Counter-Battery ability from the Advanced Emplacements commander has to go away, because it is an ability that counters its own commanders hard-counter, which is heavy artillery. If it is removed, you can just hard-counter emplacements with heavy artillery(which is a big sacrifice, because commanders with heavy artillery are usually pretty bad, not to mention building the thing in the first place). Replace it with something like Early Warning, where artillery fires flares, so your Mortar Pit can keep up its barrage.
And if you think that these changes would discourage players from using emplacements... I mean honestly, DOES ANYONE CARE? We all know that emplacements do not work well for the balance or the joy of gameplay. I have seen almost every caster of CoH2 complain about emplacements at one point or another, so I can´t be alone in thinking this. So I added a poll where you can express your opinions. Thank you for your feedback. |
lol i have seen it all. Katty is fine. you have to get up close for it to get some wipes
Exactly, and unlike a Calliope, you actually take a huge risk by bringing it up close, as it dies in a single shot. That is how it should work with rocket arty. Either make them have paper armor and good accuracy, or better armor and terrible accuracy. |
LOL how are soviets able to get away with double katushas and no armor? maybe if there opponet is a moron and can't realize that they have no armor and they want to wait to super heavy rofl tanks. Most everyone goes penals they wont have any at guns....
USF not really either they would have to chose captain to get the better but still crap at gun, and spent a lot of munitions on zooks (soft armor counter) as well as pick calliope doct.
USF AT gun is crap? I mean, just get out of here. Zooks are kinda meh, but considering you can get them on REs together with a sweeper, they are not that bad. Calliope is still not working properly. Its scatter should be increased to the level of the land matress to compensate for the fact that mostly, you can just bring it right up and nuke a squad without much risk or skill involved. Weakening it would just look retarded(it is based on a Sherman chassis after all, so it should be able to take a shot).
Panzerwerfer needs some serious redesign considering its scatter over distance. Like someone said already, Katty is the gold standard for rocket arty and an prime example of how it should work on the field.
Calliope should have never been added into the game in my opinion. It is one of those units allowing low skill players to annoy others with almost 0 micro involved, similar to stuff like old Maxims or emplacements. At least the LMG nerf made sure that not many people pick this doctrine anymore, thank God! |
Don't bother making stormtroopers. They're basically more expensive pgrens that have to upgrade their stgs, but that get camo and decal points a bit faster or something. Not worth the expense and muni IMO. If you want that kind of troop, make pgrens and even use a doc with ambush camo upgrade.
I have to disagree with you here. Stormtroopers are EXCELENT. They require a little bit more micro and muni, but once you get them upgraded with STGs, they get their Tactical Advance ability, which is absolutely fantastic. You know how the enemy squads always get away with one man with no health remaining? Not anymore. Tactical Advance makes them extremely reliable at wiping squads, even on retreat(granted they don´t retreat immediately of course), similar to US Paratroopers with Thompsons, but better, because the STG has a much better damage/distance profile. It requires the extra micro of course, but on a map like Kholodny, they can be really broken. They can also serve as vision for your army, because they camouflage in cover. And being able to throw a Bundled Grenade from camouflage is pretty handy too. They are even better with Elite Troops, because they get an extra grenade. However, I would suggest not calling in more than 1 squad. Like I said, they are micro and munis heavy, and will drain your economy and micro if you call in multiple. |
Ju87 can definitely take out undamaged mediums and tds in a single pass. That's a straight fact. Also I would argue that usf is far more munition hungry because they have to feed expensive weapon upgrades (double bar is 120 per squad, double zooks is 100) and constant smoke and grenade spam. As ostheer I run a sniper and 1-2 panzergrenadiers for anti infantry, with maybe 2 grens and mg42 as support. That's hardly any muni unless you spam bundled nades or rifle nades, but it's a very munitions efficient army. As usf on the other hand, I go 3 rifles, an officer (usually captain), and maybe one squad of paras or rangers and RETs for zooks and maybe a .50 and/or pathfinders w/o upgrades in support. For full upgrades that's 670 munitions, for half bars, double zooks (1 zook is stupid) and Thompsons that's 430, which is probably a more fair estimate as double bar rifles are terminators, but for good reason seeing the expense. That's using 0 grenades. As ostheer, I buy lmg42s for my grens and use paks for at till I get an elefant or a ton of stugs.
It can take them out, but it is mostly RNG whether it actually does. My point still stands though. The abilities should be worth their cost. If you are so worried about your armor getting sniped from the air, get some AA defenses, an AAHT or an Ostwind or something. The Soviets and Brits are in a slight disadvantage, since they don´t have pintle-mounted MGs on their mediums, but the Soviet tanks are dirt cheap and still effective, whereas the Brits certainly can come up with a few AA options. I don´t think it is broken. Every time I have seen it decide a game, it was perfectly aimed and perfectly timed, for which the player should be rightfully rewarded IMO. It makes for a much more interesting game when it isn´t just about "who bought the most upgrades". |
By all means, make P47s as appropiate as the JU87s and watch how long it takes for there be trending "meme" posts about Allies having skill planes like the Germans.
If anyone should have skill planes, it is the Allies, considering their overwhelming air superiority in the later stages of the war. Like I said before, you can choose. You either buy a bunch of smaller upgrades(LMGs, BARs, using grenades and so on), or you try to save for one big ability, which you then have to aim correctly and time correctly. In case you choose to save your muni, you can count on being bullied, especially with Ostheer, by enemies who choose the smaller upgrades and abilites, all the while hoping that your big ability will make it up to you. If you miss that ability, you probably lose the game. It is a risk/reward thing, which should not be discouraged IMO. |
First of all, ju87 at strafe is literally click to kill at least one medium instantly. If that's not cheese, I don't know what is.
Wait p47 is a problem? It's so damn bad, unless that's what you mean. Don't know much about zeroing artillery other than get the fuck out of the circle
It is not click to kill, unless the medium is already damaged/snared. It costs 200 muni that you have to save somewhere else, and Ostheer is very munitions hungry. If it did anything less, there would no point to using it whatsoever, for the cost at least. As to the second point, yeah, that is exactly what I meant. Every ability should be WORTH ITS COST. That is the basic principle of a balanced game. If you spend 240 muni on P47s or 300 muni on Zeroing Arty and get nothing out of it, that ability is pointless to have. I mean, instead of spending 240 on P47s for instance, you can throw grenades all the time or upgrade your troops with BARs and zooks, which will help you enormously throughout the match, whereas if you save for the P47s, you don´t get sh*t. |
Yup. Ju87 is a bit broken though.
Not really. It is just appropriate for what it costs. If you spend the majority of your munitions, you should get something out of it. It is the abilities like Zeroing Artillery and P-47s that are the problem here I think. |
Thanks for the advice guys, I will try it out. |
PZ47s should have low CD and low cost, because Allied Air Supperioty, and how much of a coin flip they are.
Either reduce the cost or make it hurt infantry as well, like the British Typhoons do. Now, unless you manage to cripple the tank, you don´t get anything from it, aside from forcing it away for a moment. |