there is enough overlap between doctrines as is.
I agree and think the part of Recon Support that could use a rework is rather the m8 greyhound. Coming at 3 cp it's largely pointless as its tiny peashooter is barely a threat to even a normal hafltrack, while it has zero AI capabilities outside of spending munitions on hopefully dealing good damage to a squad at close range instead of spending it on BARs/etc. which will guarantee you value unless you are careless and drop them.
Oh and while I'm too lazy to Photoshop a commander picture I would just love to swap out the KV-1 with the KV-8 in Counterattack Tactics (I know, not underused commander, but still). The KV-1 is decent in 1v1 with call-in meta and whatnot, but once FBP changes hit it will be largely pointless as it won't come as a shock unit due to cost requirements and it becomes obsolete vs. other armor quite quickly, whereas a KV-8 will always retain an anti-infantry niche.
That or just put For Mother Russia in almost any underused Soviet commander and that doctrine becomes like 10x better. That ability is amazing as it provides a really awesome muni sink for an otherwise largely muni-plenty faction. |
Oftentimes threads will derail into "muh realism" discussion but if you look just a little deep, of course there is almost zero realism in this game. It isn't necessarily a bad thing, but seriously if it was real then tanks would die in one hit at the extremely close ranges they are always engaging at. Also the Jagdtiger/Sturmtiger/etc. would have a 50% chance to self-inflict engine damage every five minutes or something lol. And ofc you'd have t-34s out the ass, not just 5 or 6.
But anyhow the depiction of the KV-1 isn't horrible. It had been going up against panzer 3s and short-barreled panzer 4s (think command panzer), so that's why it was regarded as invincible. Then of course the updated panzer 4 you see in tier 3 and the panther in tier 4 with their updated weaponry could penetrate the KV-1.
I just wish the KV-1 wasn't in the doctrine because it becomes obsolete so quickly (and not even that great when it comes out as long as your opponent has a PaK which doesn't have a lot of trouble penning) but it can't even have a niche like the KV-8. I would love to have the KV-8 instead in that doctrine, combined that with For Mother Russia and you could pull off some really gross plays, you rely on su76/85/zis for your AT but at least KV-8s can melt infantry. Right now everything in the commander encourages this huge "counterattack", one big charge... but the KV-1 slowly rolls in like "hello I hit as hard as a t-34 but am also slower too please don't hurt me".
The whole point of a t-34/76 is to spam them and make use of their mobility to get to that rear armor to mitigate the low firepower of the 76mm. KV-1s feel like a Churchill, but if it were made of cardboard and couldn't actually take a lot of punishment. Also no grenades. Although I think the Churchill has a similar problem where really a Crocodile far overshadows a normal Churchill. |
yeah, this is super stupid, and only shows how much little experience Relic have with RTSes in general.
As far as I remember even in warcraft 2 this is not an issue.
Oh come on, this is a small QoL thing, not some central pillar of RTS design. There are always little QoL things missing in any game. I do agree that it should be changed though. |
I too don't see the point of the minimum range. It takes forever to fire anyhow which is enough of a drawback really. |
KV-1 was supposed to be a meatshield but health wise its on panther level which is joke.
Makes sense for balance reasons as it is "only" 145fu, and its armor is on par with a Tiger's, even better if you stack the armor bulletins. I would love a costlier but actually meaty KV-1, but I think it doesn't really change the fact that CE repair speed means your KV-1 will spending the majority of the match sitting in base repairing. |
The only unique thing cons have is merge, which is admittedly very good for support weapons but still doesn't make them worth it, especially considering how bad maxim and the stock mortar currently are.
And don't forget that merged units are still Con models so they inherit Cons' worse RA.
Its drastic but i think the biggest problem with cons is that they are *supposed* to be expendable, but at 240mp and with those sweet sweet trip mines you cant risk losing them.
What would it be like to strip them of vet and introduce globals with tech? Little minor adjustments to things like oorah or small AOE buffs and cost decreases and what not as the player techs but no vet. Then you can lose your cons, they are expendable and replaceable, they can be sent to die so you tie up the enemy, they could provide a small buff when near a maxim, or a tank, or eachother. Make having them help your army instead of trying to make them an analog to volks or grens or rifles. Make them something entirely different and embrace it.
Removing veterancy seems to go against the one of the central mechanics of coh2 which is preservation. Being rewarded based on how best you sacrifice Cons instead of preserve them leaves a bad taste in one's mouth and also seems like it would make distuingishing high-level play from a noob harder because both are losing squads MVGame.
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It's a small grievance but I agree with OP that Soviet heavies are in a pretty bad state.
Individual problems: the ISU-152 being really underwhelming for its cost. At least it isn't totally defeated by tiny changes in elevation with the FBP patch but it just doesn't ever feel worth the investment. If I want to break up pakwalls/wipe squads or blobs I'd buy 1-2 Katyusha to do the same thing for much less cost and without requiring LoS. The incredibly slow RoF means it doesn't perform at all in a tank-busting role either. You'd expect it to hit super hard if it fires every ten years but it often bounces on anything above a p4 and doesn't deal that much damage when it pens. I feel it's very overshadowed by the IS-2 which does pretty much anything the ISU-152 does while having a turret and not having to switch shells either.
The KV-2 feels like a 230 fuel Brummbar with a lower RoF, worse accuracy, and worse mobility. It becomes a lot better when immobilized but this doesn't really make up for it's mediocrity in normal mode as this makes it incredibly vulnerable to almost any offmap, let alone the JU87. I know the JU87 being stronk is another thread, but regardless of how strong the JU87 is, the time required to get out of immobilization and naturally sluggish movement of the KV-2 means it will take an incredible amount of damage. And while the JU87 is the most extreme example, the time required to switch modes means even most normal artillery offmaps can seriously cripple a KV-2 with no chance to dodge it.
The KV-1 as OP mentioned is hardly used because it also doesn't feel up to the cost. The KV-8 feels good to use because it actually is very strong against infantry and team weapons, so it being a slow damage soak fits with its role, like a turreted Crocodile. The KV-1 hits anything like a wet noodle while handing out veterancy to enemy tanks. And it's impossible to use as a damage soaker for SU85s or some playstyle like that because of repair times, although that's a more general problem.
All the Soviet heavies suffer from pretty dumb veterancy, especially Vet 1. Besides Tracking, which does make sense for the ISU-152, all the Secure Modes on the KVs and IS2 make little sense. There might be that one case where you don't have any infantry to cap a VP and you must absolutely cap it right then and the KV is the only thing there... but I'd much rather have a Vet 1 ability that's incredibly useful in all kinds of situations, like Blitz. The KV-1 hulldown is a nice start but I really wish for something better for the other KVs and IS2. |
USF:
Soviets:
Soviets don't need AT gun at T0, either. They just need a PTRS aim time fix, and a luchs an accuracy fix, so that it doesn't hit light vehicles 200% of the time. We've already done these for the revamp mod, and you can harass luchs just fine with the PTRS clown car.
Aye, a buff to PTRS aim time would fix *so* many frustrating things about playing Soviets. Zooks, shrecks, etc. can fire as soon as the unit stops moving or as soon as a vehicle is in range, so you get a really quick warning volley that deals good damage and forces a light vehicle/tank to retreat. PTRS' take so ridiculously long to aim and fire that using Guards/PTRS Penals feels so underwhelming. A well-microed Luchs/FlamerHT can force a PTRS squad to retreat without taking any meaningful damage.
Also Luchs accuracy is definitely a huge part of the problem. You feel disincentivized to build m20/scout car/AAHT/etc. because at some point a Luchs will zoom out of nowhere and nail your light vehicle in two seconds while still running at maximum speed, it's kind of stupid how laser accurate the Luchs is against LV while on the move. |
have more blob friendly units
I don't mean to derail but has anyone ever wondered why the Sturm Offizier exists? The retreat ability is kind of interesting but the aura and focus ability scream "blob for best results." Command Panther isn't as bad becuae it's a defensive buff and a decently large fuel investment whereas the officer is like 200-something mp (although the aura shouldn't apply to teammates units like every other aura imo). |
Lorch is absolute garbage. It's a contest of who can out cheese the other side harder, and soviet field HQs make me wanna die
Terrible vp placement and wasted space, and practically impossible to take the fuel away from the enemy without baseraping them. The middle turns into a meat grinder of emplacement spam, indirect, and arty strikes. The shotblockers everywhere and roads force people to blob the fuck out of everything, including tanks. It has literally every single possible bad design element all on one map.
Yeesh, I can't imagine reading this as the mapmaker, that would hurt so bad.
But yeah it somehow is frustrating in every way a map can possibly be.
Although the safe fuels are a thing on other 4v4/3v3 maps, such as Angermunde. |