So we all know Riflemen and/or BARs would have got nerfed ages ago if the situation were reversed.
Nobody with any sense is buying an ambulance before T1/2 unless you're just not taking the game seriously. The T0 ambulance, weapon racks, and grenade upgrades are completely pointless. The first one will put you at a unit disadvantage and delay teching, the last two will do much the same except you won't have the resources to utilize the upgrades that early. For the ambulance all it takes is it's early destruction (which is not hard to do) and it's an early gg.
Bottom line if this community wants USF to be the harder faction, fine I don't really care anymore, but let's just be honest about what we're doing.
It is the hardest faction to play, no doubt.
But let's not forget that you're really bad at the game. That counts for a lot. |
I'm sure its been explained somewhere before but I would like to know why the justification for Maxim being bad.
Same cost as MG42 but requires a tech building.
I am primary a team games player and I understand the balancing for Maxim is made around 1v1s. Am I correct in thinking that conscripts trading/value wise in 1v1s, the Maxim had to be toned down for it to be 'balanced'? If this is the case, unforunately conscripts are bad in team games which makes both Maxim and Cons being equally as bad in team games. A faction that has been ruined by the latest patches.
In team games, OST easy access to T1 Maxim, while Soviets have to build a T1 building for Maxim makes it so bad. Going Maxim first means you will always lose to MG42 first from Ost because they will have resource advantage and time advantage (because you teched to get Maxim). Not including that both have the same cost while Maxim has a smaller arc and can't suppress in one burst like the MG42 can. One is clearly better than the other and I don't see how the supporting units make up for this loss in power.
I know we're not getting any more patches but I feel like balance team really dropped the ball on this one. Soviets have really bad early game compared to OST and OKW. I remember Maxim costing 240mp before and having a faster setup time instead of what we have now.
That's literally 1 unit being subpar out of a roster of 90+% viable units though. Unfortunately there's no way for any competitive game to cater to different skill brackets AND game modes with different player counts. As it stands Soviets are the best faction in 1v1, but they're bad in 4v4. Cons are the best mainline when it comes to high-level play, but worst when it comes to lower skill brackets. The only solution is compromise.
Regarding the maxim, Dshka doctrines would not be appealing if maxim didn't suck. And Soviets would be too strong if they had a viable 6-man, merge-able hmg that wasn't CP2 and doctrinal.
Mostly the hmg formation changes reduced key weaknesses of mg34 and mg42, which were squad clumping and gunner death loop. But they kept their former suppression stats, so they're both really good right now. |
The "problem" with COH2 matchmaking is actually a playerbase issue disguised as a matchmaking one. Even in 1v1, where you only need to match two players, we often see top 50 streamers getting players in the 300s and 400s. For 4v4 you need 8 people, and the elo needs to roughly add up on both sides. COH2 simply never had and never will have a sufficient playerbase for regularly well-matched 4v4 games.
Statistically, escaping elo hell is obviously possible if you're better than the players you're matching with.
Realistically, you just have to grind through thousands of hours to get out of it. Just like in any team game (whether PC or sport), one player can only do so much, but if you are significantly better than the other players in your elo bracket, you will have 50+% chance, maybe even 55% chance to win. Add in the fact that you may only get a balanced/fair match half the time, and I can definitely see why it's a gruelling and frustrating journey.
This is of course why I don't like playing team games. With 250 to 300 ping, a potato PC, and being at the constant mercy of RNG, why would I want to add a random teammate, or 2, or even 3 into the mix? |
I know right?
USF has, for most of the life of this game, been the harder faction. What sucks now about the Gren thing is that USF pretty much only has Riflemen to rely on in the early game. So now literally the one and only thing that was supposed to give you an advantage basically isn't there anymore.
Despite the fact that USF has so many things available early game, those things are almost all completely useless. Who's going to pay to unlock weapon racks, grenades, or even get an ambulance before teching to T1-2? Those things are all totally irrelevant T0 because you don't have the resources to utilize them
I know you've been screaming this for the past 5 years and have pretty much no credibility but I actually agree with you this patch (and the first major Luchs patch which made the Luchs' shock timing impossible for USF to deal with).
Most of the OP bullshit making USF strong in the past has been reined in, while USF late game is still miserable vs Panther + P4J + Obers + skillplanes or cancer-inducing Ost team weapon walls (have to almost always pick recon support or urban assault vs Ost) while the usual game-losing issues (pizza base, ambulance, AT gun/mg split) have persisted because Lelic didn't allow those issues to be rectified. |
That's why everyone goes Airborne. You can go LT-m20-stuart for pressure/aggression, but you get AT guns to fall back upon in case you can't overrun your opponent.
Back-teching to Captain was already made much cheaper than before, so I can kinda stomach the price now, but it's not exactly appetising. Previously the idea of a reinforce cost reduction was floated for USF late-game, similar to Ost T4. Maybe it could kick in when all 3 officers are teched, which is kinda similar to Ost T4.
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Map pool matters a lot too. Playing "weird" maps like Kholodny Ferma, USF and OKW have no trouble competing.
On very "standard" maps like Amilly Fields and especially Crossroads, defensive, slow-and-steady style play into a late-game grind-it-out victory is the norm, and naturally the EFA do this so well with their "incrementally add on every tool to complete your late-game composition" style of play. USF especially is the worst at trading slowly over the long-game and it genuinely feels like I don't have enough vetoes as USF, a problem I don't have with the other 3 factions.
Also sucks that Vilshanka needs to be auto-vetoed because of the bug. |
If anything I think Shwere should have less wipe potential, with more suppression and perhaps a bit more penetration. If you haven't lost a squad or two due to not knowing that there is a Panzer HQ deployed, then you haven't played as Allies xD Otherwise the building should not be changed. But maybe it is just me being used to Shwere being Shwere
Had a 6-man Penal doing the throwing animation when schwer came online. They clumped up to give the thrower some moral support; long story short they got wiped in two thumps. Much sadge. |
Actually Pathfinders aren't super OP stat-wise.
But it's too easy to completely replace Riflemen with them, compared to JLI for Volks or PF for Volks. Increasing the time between call-ins would pretty much fix this issue. |
It's a 400mp 145fu tank with Vet 1 HVAP, the M10 is the one that gets Vet 0 HVAP. Still, I agree with the sentiment.
I used 500/150 because that's how much the player in the video had at the moment that the KT appeared, point taken about HVAP. |
que normal tigers getting random 5 model OHK shots at maximum range while moving
King tigers, enough said.
Lucky once-in-a-thousand scatter shots on clumped units isn't anywhere close to the bullshit Tiger/IS2/Pershing of 2019.
IS2 used to have KT armour and came at the 18 minute mark while two-shotting squads. Tiger would wipe squads even if they instantly retreated after the first shot landed. Heavy tanks could comfortably stomp two mediums but cost only 1.5 times the amount and hit the field three or four minutes after your opponent's first medium tank. No one wants to go back to those pre-nerf levels of heavy tank cancer when not using a Heavy Tank commander guaranteed a loss.
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