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I think the unit vs unit balance, especially the tank one, is in the good spot.
The problem with 4vs4 is that many people stopped playing OKW (justified or not), therefore, you have the 3-4 OST much more often. There are okay maps for full OST team, but then...
OST is a defensive with a slow-start:
• You will never get into a good position early game because other factions have a faster start. When OKW was there, sturms + kubel were going to win fuel every single time, so you only had to defend it with your mortars/mgs. MUCH easier job when you don't go into the already set-up Brits, or fog-of-war cons who can hurrah through the MG while it is being set up.
• You will be harassed by the VASP all the time. Unless it dives you, you cannot get in range to land the faust. The best counter to VASP is the 222, but 222 arrives seconds before the AEC.
• No light-armor to duel/counter Stuart/T70/AEC. When you have 3 Flamers/222s on the map among the players, the allies still have an edge with a single light vehicle.
• Panzerwerfer is good at stopping blobs. It isn't really good at wiping, attacking emplacements or vehicles. The animation itself delivers the payload slower than the first Katusha/Cal hit, so because of the higher delay, it is harder to predict the exact infantry's position on the move.
• Howitzer's performance is good, but I feel like they only work for a short period of time before recon + strike kills them, which is cheaper than building the howitzer. When you go to the commander with the howitzer, you sacrifice other useful things.
• Two things happened (which shouldn't have) this patch: loiter planes got buffed, HQs anti-air got nerfed. It is obvious that the Ostwind isn't capable of stopping loiter planes from unloading their payloads. Bofors anti-air is under-performing (or bugged) too.
• Mechanized (and old sturms) were really good at repairs. Now you have to rely on those slow-ass pioneers for repairs. Even if you play with OKW, there are much less mechanized-first players.
The chances of Allies getting the same factions are low, the chances of 4 OST are probably the highest in the game. Having mixed-factions to bring their superior qualities is a huge advantage. The drawbacks of the faction become obvious when you have 3-4 of the same.
I have complained of the Panther's performance before the patch, but perhaps it is under-performing against the allies tank-destroyers at the moment.
I don't know shit, wait for the OST expert opinions or the upcoming 4vs4 tournament to see competitive statistics.
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We want to improve the role of tanks in the game by improving some of the damage, although the battle between tanks may be almost unchanged from the previous.
The Soviet tanks, through these changes, could be more likely to attack German positions with more tanks.
If you want to increase the tank's effectiveness, you should give it either a little more armor-pen (buff vs armor), or buff MGs inside the tank to increase (buff vs infantry). You can also decrease the reload time.
https://www.coh2.org/post/create/thread_id/66942/quote/648080# |
That has nothing to do with "axis lovers posts". Proof it first and then complain! JT and Elefant are easy killed by moving in with at-infantry - no need for special doc. My problem with ISU is, that it is too good against both, infantry and tanks!
Then maybe you should use some combined arms to charge with the raketen from the front, Panther/P4 from the side and volks/sturms from another side. Guards will take a long time to kill the tank. OKW has two good air-loiters now, you can also use a shorter effect barrage to hit or force ISU out of the position. Commands Panther is useful against a heavy tank because it can flank and mark it for a lot of bonus damage.
The ammo switching on ISU is slow, the rate of fire is slow. Despite having the capabilities to fight both, it is not efficient at either. The movement/rotation rates are slow, it is highly vulnerable to flanks: Panther, P4, even Puma.
Your complaint about PJ4 missing/bouncing is a fantasy. The penetration chance is around 55%. You have close to double the reload speed, you will get free 4 shots if his rounds are wrong. |
Sounds like you should have an easy time dominating the map for those 10 minutes because 2 players are spending all of their resources, so it is 2vs4 for 10 minutes. |
That updated Soviet anti-infantry loiter targets the units within the base sectors. I think you can cast it at the edge of the sector only, but the planes are still going to hit the infantry in the base sectors. Base sectors like Red Ball Express are way too narrow, so you cannot retreat from those planes as they will reach you at the building. It simply wipes the squads if you manage to get the loiter-pass right as the infantry reaches the building. |
You have to get to the 32 range of the PAK to hit it with flames. That is 2-3 PAK shots before it even damages the weapon. 1-2 more before Croc kills the ATG. 2 PAKs counter the crocodile.
It is the heavy tank which is designed to counter infantry, it can still penetrate PIV from time to time, but it is absolutely useless against tank destroyers due to the range, and Panther+ due to the low main weapon penetration.
If you have Croc + Firefly + 2 ATG attacking, you can still counter the 50 popcap group with 2 ATGs as long as you have a spotter, or better, a volks/grens to faust it when it gets hit two times.
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Played a 4vs4 game.
There was a Bofors built for 10-20 minutes and it couldn't manage to get a single kill on the enemy aircraft. The recon plane was buzzing all the time. It was rotating, but I cannot say whether it was shooting or not as I wasn't paying too much attention to that.
Is this normal? |
The dbp is basically the modders own wet dream with some things jammed in there to get community consent.
Once it hit lives the rosey feelings will go away.
They are using expert opinions and the community's consent in the shape of voting. At the moment, both experts approve this patch AND there is an overwhelming amount of thumbs up on the workshop. You are free to go on streams asking players whether they think that the patch is a positive or negative thing, and they will all agree that it is mostly positive.
If you disagree with changes, vote against it. If you feel like you can do a better job, make your own balance mod and submit it.
You are delusional if you think that this mod would stand a chance without the approval of the playerbase. Just because people debate or disagree with a few chances in this vast patch, doesn't mean that people are against it. |
> Implying that Infantry Sections were OP outside cover in live version.
At some point, you just have to accept the fact that it is impossible to make everyone happy and stop wasting your time.
Most people see the patch as a big net benefit and there is no need to spend 90% of your forum time arguing with a single low-rank user. Thank you for the work that you are doing.
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