DBP did nothing. It's still practically instant.
If anything, it's worse, since the squad freezes at the door for a while, but that doesn't have the desired effect of actually dealing flame or grenade damage to units inside the bloody building.
That was supposed to be the point of the change, wasn't it? Not to add extra cheese and have people lob grenades near doors even more than ever before.
I say, increase garrisoning/ungarrisoning time even MORE, but make it so that satchel charges and other things can't demolish a house in one blow (WTF is that -- the notes say grenades no longer deal heavy damage to buildings themselves, yet Penals, the most broken infantry unit in the game, can still demolish a house from full health with one charge?). |
Gameplay
Learn from the disaster of Dawn of War III and double down on tactical gameplay rather than falling back to mindless unit swarming.
Also make sure every single faction's units feel threatening in certain ways, to avoid the constant lack of threat Allied factions experience in CoH2 from Axis units, while many Axis units scream and run at mere sight of certain Allied units/weapons.
Content
Single player/online co-op campaign play with at least 20 hours of gameplay, for Axis too, not just Allies.
Technical stuff / Engine
Focus on audio. G43s in CoH2 still sound better than in literally any other WWII game to ever exist.
Community
Instead of leaderboards, create a grand strategy mode where literally every multiplayer match anyone plays contributes to the war on a grand scale, with maps being designed to be generic representations of things such as Western European City, Eastern European Village, European Forest, Russian Wetlands, etc. |
Ya'll wanted your "community balance", perhaps this will at least motivate you to ensure the next patch (if any) isn't driven by bias.
How?
Relic-released patches were no better.
The 222 has been an unarmored "armored car" forever, while Allies get to rush out actual armored cars and brutalize Axis forces every single match.
Ostheer has had four-man squads with glaring issues forever, and UKF got strictly superior four-man squads like some kind of joke.
Volksgrenadiers have literally never done proper damage since the release of WFA.
The list goes on. So if neither Relic nor the community can fix this, what's left? |
Team weapons take 3 models to crew.
4 man squads can only lose one model before crewing "wipes" the squad.
Ostheer tends to rely heavily on team weapons.
Ostheer tends to struggle with field presence.
Having an hmg or pak decrewed in a fight is pretty much a death sentence for ostheer unless they manage to win the whole engagement. But even so if there's no 221, ostheer has to reinforce their army twice.
Which leaves them in the slow death spiral of trying to recrew weapons before the next wave of freshly healed and reinforced allied forces.
This is one of the triad of blatant Ostheer design failures.
- DPS: Four-man Ostheer squads lose a quarter of their damage immediately upon the start of every engagement.
- SURVIVAL: Four-man Ostheer squads get wiped by explosives all the time, and even two bloody huge patches with model spacing "fixes" haven't stopped this, while Allied infantry still enjoys being so spread out that a single Rifleman squad can take up the space of four Grenadier squads and be practically invulnerable to grenades.
- CREWING: Four-man Ostheer squads can't crew anything after even the shortest of engagements.
Four-man squads have been a handicap forever and continue to be so. Now we're given a handout in the form of five-man call-in units, which serve as mandatory crutches. |
It's not the Volks (though the default Volks are garbage). It's the MP40s.
Assault Grenadiers are unusable because of how completely unviable MP40s are and have been forever.
Zero damage at all ranges, with basically the same damage output at melee range as basic Grenadier rifles.
Using any unit with MP40s right now (and for the past, like, two or more years) is just self-handicapping. |
Volks haven't had any actual damage for ages and ages.
They got buffed from 10 to 12, I believe, like a year ago, and that still isn't enough. Between their direct fire DPS and their lack of proper grenades, they are the least threatening baseline infantry in the entire game. |
This and many other AT gun issues would be solved if AT guns worked like they do in Dawn of War II: each shot snares the enemy armor temporarily (shorter than Panzerfaust snare).
As long as tanks can hard counter their own hard counter, there's generally very little reason to use AT guns, let alone the OKW AT gun that should be able to ambush, snare, and thus truly threaten enemy armor at closer ranges than other AT guns but at the cost of lower damage per shot (which is already present, if I'm not mistaken, or at least present in the form of worse accuracy and performance in general). |
Both Jaeger Infantry and Grenadiers have 0.91 RA.
Then the RA isn't enough by itself after all (or there's a bug).
But I think it's fairly obvious to everyone right now that the new five-man Ostheer squads are now mandatory, or else you're handicapping yourself, and that OKW is simply more effective because it has five-man baseline squads.
At the end of the day, stayability decides pretty much all engagements, your ability to use call-ins, your ability to flank, everything. Ostheer has none. |
What kind of funky drugs are you on? Must be a pretty sweet hallucination trip you are on
The unit is really good. If Ost had that instead of Grens it would be rather op.
Now re-read what I wrote.
Five models + 0.9 RA = great call-in unit.
Four models + full RA = garbage baseline unit.
If baseline Ostheer units had EITHER five models OR better RA, they'd probably be viable.
But they have neither, making them utterly incapable of ever actually participating in combat for longer than three seconds.
These new five-man squads show beyond a doubt how crippled Ostheer is compared to all other factions in the game. And UKF is a bloody joke, when they literally also get four-man squads but those squads do obscene damage while in cover (strictly better than Ostheer) and can have five models on top of that. |
If grens/pgrens "performed" the same but resisted wipes like 5 man squads wher could go from being the worst to the best faction.
Which is exactly why the new Artillery Field Officer is so good. Five models + 0.9 received accuracy = a unit that can actually stay in combat long enough to accomplish something.
By comparison, four-man Ostheer infantry squads without reduced received accuracy are an utter joke, with the first model dying immediately upon engaging literally any enemy. |