Thread: Mortars14 Aug 2017, 23:52 PM
I put this in balance but I'm more just wanting to have a discussion than actually move towards asking for changes or anything like that.
Theoretically, mortars (and other mortar-y like indirect fire options) are meant to counter static play right? Or at least work in tandem with hmgs to suppress and then shell helpless infantry. So why are most of them (poor soviets) so freaking good at killing lots and lots of mainline infantry just on autofire? I think the worst offenders are of course the mortar pit (the worst the worst) and ostheer mortar, as they are both really accurate with a relatively high rate of fire (or really high for the pit) on autofire, but other options are still very lethal as well.
On top of this, they don't really require a lot of micro to kill stuff unless you're actually using them in their intended role, countering static play and other indirect fire, since most of them (rip usf) have pretty long autofire ranges and will usually be able to shell infantry on the front lines while still being very safe from said infantry.
I just kind of want to hear other people's views on these points, I'm not going on a witch hunt to nerf all indirect fire. |
Maybe a smaller lethal areas but a wider "damn that hurt" radius? Then only those outright nailed die but unless a squad is clumped behind cover they will make it out alive, if only barely.
I think thats a direction all big boomers should go personally- wide damage,not wide wipe radius
Wait doesn't that punish single squads even more and blobbing even less? |
Mechanized is a fun commander, but it's a YOLO strategy, high risk-high reward.
You do have a fair point surpression is the best way to force OKW to actually use tactics and not just brute force into you every time, just without the M1 ATG I am not sure how to actually kill the Luchs.
Yeah that's the problem. You really have to catch the luchs out of position and hit it with an at nade, which usually isn't actually super hard as rifles are everywhere anyway. For some reason a lot of okw players get really greedy about trying to kill the m15 with their luchs and often badly overextend, especially if your riflemen and zooks are hidden behind a shotblocker. |
But then you get destroyed by the Luchs, that arrives in less than one minute after you managed get a light vehicle out, if OKW hasn't ran you off the map or kept you disconnected for the entire early game through Kubels.
Until bug fix Bazookas are just not reliable, ATG is your best hope vs the Luchs, which is what OP seems to having problems against.
That's true. Bazookas still usually force off luchs pretty easily though and the AAHT can even kill it if they're very careless. That's just my personal preference though.
Sidenote: I remember this one time I called in the m3 in mechanized because I was rolling in manpower and stuck 2 REs with double zooks into it and chased down a luchs in it. It was pretty funny, but also very risky. |
My point is that balance currently seems to go like this: A community figurehead will target something they don't like then garner support from the usual parrots, and we'll see patch notes/mod changes reflective of that. Those changes are usually over the top, and switch up meta only enough for another flavor of cheese to dominate, people get fed up with that - rinse repeat.
The approach to balance should be more about changing as little as possible with each patch, so that new versions of the game don't have their own blatant over the top and over performing units that are targeted and over nerfed in the next patch. I get this approach may not be the most appropriate for CoH2, because from my understanding Relic doesn't intend to release more than 2 patches in a year - but the current mad dash to drastically change things up each patch just means longer wait times to fix issues created by those patches. Also, this community clearly lacks the ability to come at each topic objectively, another huge flaw in the philosophy that community driven balance can work.
That all being said I will agree that being able to silently park behind a shot blocker and fire through it is a bit cheesy, but as you stated it's comparable to demo charges and goliaths, which at times can also seem cheesy. I don't think that's reason to remove them or change them so that they function differently then they currently do, that just invites more blobbing. And we all know how much this community hates blobbing. There's definitely a solution to making the unit more "fair" while letting it maintain it's role - but finding that solution is going to require more thought than "remove from game".
One thing to note is that sometimes they nerf the over-the-top bullshit so people end up looking around for new over the top bullshit. Take dshkas for example. They weren't changed one bit in the patch that brought them into meta but suddenly everyone's using penals with lend lease because maxim got nerfed so cons maxim was no longer viable. What you say still has merit though, even taking the same example. Dshkas came into meta because maxims were over nerfed and as a result are not very viable. |
25 is actually pretty expensive for support weapon reinforcing. Real problems with the isg exist, but they don't have to do with reinforce cost. For one thing, they have a really long range with vet (IIRC it's abnormaly long), which makes them easy to just put way back and let them autofire for the rest of the game. Also, the target size of all okw weapon crews is smaller than it should be, 1 instead of 1.25 like all other weapon crews. They also have the same dps as vanilla volks models (the ones with the rifles anyway) which is weird but not that big a deal. |
I agree with your points, however saying that in the current live version Allied artillery is weak is stretching realms or reality here. The calliop and land mattress and kattyushas are capable of delivering very good artillery and are superior to the non doctrinal artillery form OKW and Ost.
Now yes they are doctrinal, but so are the units we are discussing in this thread. It seems there is a general consensus that countering doctrinal tank destroyers with other doctrinal units (artillery in my example) is somehow unreasonable.
As for the powerful off maps, the Brits have the most powerful ones in the game, they are totally insane. Stuka loiter goes into the same window as well. As for Soviets having nothing in the late game. Vet 3 shock troops run through everything, as do penals. I play Soviets a lot lately and penals shit on everything at vet 3. They only come into trouble vs mass vet 5 stg volks and lmg obers. Guess what, Allied artillery wipes them pretty easily!
I do see what you're saying, and I agree with it, but only to an extent. My reasoning for this is that it offers a way around, but still doesn't counter the unit. If it countered the unit, it would allow you to make armor and use it to an extent. Artillery counters paks and machineguns in this sense, but doesn't counter heavy TDs in the same way, since you still will be locked out of using armor in the main battlefield.
IMO soviets have one of the best and most versatile lategames out of the allied factions. |
I do like to think that the Call-In fixes will help to alleviate the OST Panzer IV/ Tier 4 problem to a degree since the worst offenders that crap on the PZ4 will be locked behind tech as will the heavy call-ins which most affect the nerfed StuG. Theoretically if you know your opponent is stalling for those then you can tech past Tier 3 into Tier 4 with the 50-70 "extra" fuel you get from the new Price Premium if they opt for a no-tech call-in. I think Mr. Smith has hinted that either the StuG nerf is getting rolled back a bit or Panther will enter scope as well too. Not sure how the buffed Jackson will enter into the equation though and I do tend to agree that OST still needs more help with Tier 4 viability overall.
Soviet-wise I don't really agree aside from the obvious fact that Conscripts do need fixed. I haven't tried the 1.2 version yet but the 1.1 ISU-152 is a lot easier to use now and I find the live version IS2 to be very useful as a heavy hitting spearhead with its KT levels of armor. Stock Soviet T3 and T4 is pretty balanced - rushed T34/76 Spam can be effective or not (if you fail to achieve critical mass and find yourself on the wrong end of a KT). Likewise SU-76 spam can be effective in bottleneck situations or complete shit when they get easily blitzed around or lol-circle strafed by a lowly 222. Soviets are also getting many underappreciated buffs in the FBP.
One of the problems with ost t4 is that there's not a lot of incentive to build it. The panther is just decent, a little lackluster, especially in comparison to stug spam, and the pwerfer and brummbar are useful but not that useful in 1v1s. |
With the Bug that doesn't let Bazookas apply Death Criticals, meaning they need an extra shot to kill something like a Luchs, I've stopped using LT unless I need the M20 to kill a Sniper.
I love the LT and the M20 + .50cal, but until that's fixed, Captain is once again the way to go.
Huh. That's an odd bug. I just find the stuart super underwhelming and not having any sort of suppression or anti infantry light vehicle really hurts. |
I'm actually rethinking how I use Shermans and I find that their smoke ability is crazy nice. The range is great and can really stop the AT guns well. Which could help with Jacksons moving up a little bit. Also, agreed I do find that almost everyone does it.
The 450 is insane, but it costs that much if you don't get a major. Which I still disagree with.
I'll have to try the double scotts. Had no idea they were that strong against AT. Also, very true so many times have the enemy arty killed my howys and mortars. Another thing you mention yes the 75 fuel is pretty harsh. Not saying it shouldn't cost that much, but definitely a very heavy option to weigh.
Sherman smoke is actually very good. Don't underestimate rifleman smoke either though, a son it's even cheaper and you don't have to risk your sherman to deploy it. It gets very good range at vet3, especially if you use the grenade range bulletin.
Only if you don't get a major? I'm kind of fine with that, as right now its main use is to counter call-in cheese. Now it can just be a cheap diving tank, as it is pretty cheap.
Double scotts is mostly a teamgame thing, but I guess very late game in 1v1s it might be useful too. Just make sure to bring lots of at if you go that route though. Actually (never done this, and just thought of it) scotts make great m20 mine bait. If you lay them cleverly, you could potentially immobilize diving p4s or panthers that are going for your scotts, leaving them way behind enemy lines and pretty much screwed. Because when I think about it, the greatest (and most frequent) threat to scotts are diving tanks. |