I wouldn't be sad if all garrisons suddenly disappeared. However, if a cutoff garrison does exist, it should be on the defending side of the point (so defenders can cap the cutoff and retreat to the garrison if attackers show up, but if an attacking squad is capping the point, a defending squad can get into the garrison before the attacking sqaud sees them. Ideally, the defender's side of the garrison would be a blind spot as well. The same should hold true for important resource points that are clearly on one side or the other (as opposed to the points that are roughly on the centerline).
So you want cut-offs to be impossible to take for the attacker? Why having cut-offs at all then? |
That really shouldn't be a problem, considering the available tools. All of those factions, except UKF have no access to an early MG, so taking the building is just a little stall for grw. On the allied side, it's much more difficult. We now have the short range USF mortar and UKF has nothing until flame upgrade on a UC. If anyone is more well equipped to deal with the situation of not getting their favorite building on the map, it's Ost.
Yes, for OST this is less of a problem. But OKW in particular can assert a lot of pressure early one, since they can push with volks and then cap with the Kubel, if other factions push they often have to sacrifice resource connection. It's not a huge problem, but the OSt-OKW combo can be strong early on, if OKW occupies an important building and then giving it to OST to put an MG inside. Soviets can either build a mortar, a sniper or molotovs, but molotovs are underwhelming as probably most people here would agree on.
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They must be better than zooks then (otherwise USF player will just go echelons with 2 zooks not paras with 2 zooks. All squads in game can purchase zooks even paras). Something like schrecks I think. Slow reload, yet high pierce to penetrate heavy armor.
I agree, this would even be something that can be useful for USF, especially in team games. They should be similiar to schrecks, as you said, maybe slightly more expensive since they will be on a 6-man squad. The question is how this will impact on overall balance. I think no one wants a riflemen/airbourne blob meta (similiar to what you saw in CoH1 team games from time to time). |
I think a big problem in early games (team games that is) is the asymmetry of having to build smth or not. While Soviets and OST lose valuable second before they can go and capture important buildings that often decide the early game (unless you go double pios, which means less combat units), OKW, USF and UKF can just go without having to worry about building something. This usually results in certain buildings being taken by an infantry section or by sturms, which on maps like road to cutoff can be annoying as hell. |
What if you would give airbourne rangers the possibility to purchase the recoil-less anti-tank rifle like in vCoH? Then you would give some at capabilities to the commander instead of having various AI options. Would that be viable? |
Soviets still very much depend on the choice of the commander, since the stock units are pretty bad in comparison, especially in terms of late-game scaling. The new penals are stupid imo, you have to nerf your penals in terms of AI to get at that's only good against 222s and against a luchs. When the Germans get their real tanks (and their real infantry), they fulfill no real role anymore... |
Yes, the MM balance atm is atrocious (which is the fault of the low playerbase I guess). A few days ago I was playing a 2v2 with a random mate (rank 1800 Soviets or smth) while my rank with Soviets has detoriated to rank 800 or so since the patch. Our opponents were a team (yes, 2 randoms versus a team is always fair) ranked in the top 30. What does the game expect to happen in this case? |
ok and lets put E8 not commander. See i am not taking too far i just want to add the sherman 76 mm gun why to kill p4 not panthers and tigers jsut ot kill p4 easier and its unfair at coh1 you could upgrade its gun but a coh2 no. Thats not fair why didnt they add it did USF lost it in the remake
But Coh1 is a different game, German tanks are not as good anymore as in Coh2. You really shouldnt have problems with a P4 of all tanks... |
Thats the point of the WHOLE TOPIC We need USF to outclass OKW p4 with the 76 mm gun not only cuz it has more punch and pen but cuz it was that crazy reload time that can kill even stug with that reload and kill the OKW p4 with half health and british have comets and churchil they really should at least bring that upgrade only that gun nothing else
I think they should also introduce a Panzer Maus for OST which then would easily outclass Comets, Pershings and IS-2s, because OKW has the King Tiger, but OST has not. |
pe jackson can really really easy flank a stug and jackson wins for 1 second reload and with the sherman 76 mm gun they can counter OKW p4 so yeah try sherman 75 mm gun cant even pen mid range weh p4 the sherman 76 not only beats OKW p4 at mid range but with half health
But thats the point, the Jackson should fight the P4 and not the Stug necessarily. The P4 from OKW costs 150 fuel in case you didnt know that. So dont tell me that the Sherman should outright 1v1 this thing... |