Montardis Region: My apologies to the mapmaker - changing resource placement was a cool idea, but in practice it works out horribly. One team dominates the two fuels and just wins the game through vehicular superiority. The game is decided in literally the first few minutes, especially because there like thirty very strong garrisons around the fuels, so it's nigh impossible to actually force an enemy out of there. Also the corner VP's are stupid, other than a cheeky ninja cap using an infiltration unit from the house, there' almost zero interaction from both sides with a corner VP, they might as well just not exist. And the map is just too damn big, vanilla factions not having FRP's is already kind of a problem in teamgames but on this map it's hugely exacerbated, takes units half a match to get anywhere.
Lorch Assault: Top of the map is an urban garrison mortar/MGfest. Especially that church in the middle, which is practically invincible so whoever gets an MG in there first just wins the middle for a long time, meanwhile the other side has to spam mortars/leigs to have a chance. And there are just really durable houses *everywhere*, so instead of tactically using or denying important garrisons, you're constantly having to brute force your way through with indirect fire because there are ten million places to garrison an MG and have it cover a VP. Also battling over the southern VP's feels incredibly unrewarding and unfun, it's just one lane of you two bashing heads over and over. Meanwhile the castle VP is just "who can get their first with automatic weapons and then barbed wire it off". Which heavily favors OKW because Sturms are perfect for both things, and ofc Volks get their STG's. Good luck taking that VP as Brits or Soviet unless you blob into there (are Shocks even a thing atm)
Red Ball Express: Lane-style only. Sure you can flank once you control an entire lane, but a decent player will just at an HMG at that corner and deny any of that action.
Soviet howitzer (ML20) didn't need AOE buffs
It was already good when you could get it, just that you weren't normally in a position to do so because of manpower costs. Perhaps a new meta might emerge if unchanged. Teamgames will likely be even more heavily affected than 1s.
^wherein a single ML20 outduels two LEFHs with a little bit of vet.
Luchs meta vs soviets is even stronger now that you can push right past penals without upgrade. Makes T1-T2 builds easy to run rings around.
Tbh I think the ML-20 is fine and could have used a buff, it's still not really relevant in 1v1 and in teamgames is easily countered with offmaps like any other howitzer. The only time I see howitzers do work is in automatch where teammates are not as coordinated so maybe none of them will get a commander with recon, protecting my howitzer, or sometimes they just completely ignore your howitzer/don't realise it's firing on them. Otherwise you can expect it to be annilihated easily, either with Recon+Stuka/any decent offmap. Assault Artillery also often kills it without even requiring sight, just click on the sector the howitzer is in and pray for RNG to destroy it.
Also I agree that playing as Soviet against Luchs can be painful. In vanilla, Soviet AT was balanced around not having to deal with light tanks, only they had the t-70 which is part of why Grens get faust without having to pay a separate tech cost. The sheer amount of automatics OKW has means going for a Con-centered build to have access to AT nades can screw you over in other ways, Cons just can't stand up to Volks at all once they get their STG's rolling, whether at long, mid, or short range.
Wow, never thought it will be fixed changed because relic ignored this for years.
So wait, does this affect putting a tm-35 on top of a demo? So the demo won't do increased damage anymore when combined with the other mine?
I never thought it much of a balance problem, you're sinking 120 muni into one spot, and plus the combo doesn't oneshot a p4, barely leaves it alive, you still would need some real AT to finish it off.
Returning to volkschrecks would require removing the faust as well most likely.
God, what a nightmare that would be. You can already do something similar with Riflemen, but tbh their snare takes like ten years to fire for whatever reason so Rifle zookblobs have never been a problem.
Wow. Never happened, bullshiter/liers like this are why the game balancing is so wack and the game is close to dead.
Did make me laugh tho, reading that.
Yeah, that's basically like saying, "Oh yeah, ISU-152 is great, I've seen it beat a Vet 5 Jadgtiger." That's total bullpudding and literally impossible even with godly RNG. Seriously, Vet 5 Volks rip through almost anything, Cons are a speed bump to them at that point.
If we still had vanilla CoH2 with Sovs and Axis, this wouldn't be the case. The two EF armies have some kind of a problem without building up something from the start for the first half minute.
+1
Part of the problem is not really Conscripts themselves, just the other infantry they're facing. Grens outscale Cons only in the lategame especially at long range, but that's just part of the assymetric balance, Cons get a leg up on Grens in that they have Oorah, larger squad size = less wipes, etc.
Rifles and Tommies outperforming vanilla infantry makes sense since they cost quite a bit more, 40mp difference. But it's dumb how Volks stomp Cons at every stage of the game for only 10 more mp.
I do agree with OP that molotov sucks, just the ten-year windup time makes it so underwhelming. If you pull off a flank an MG or such, by the time you actually throw the nade he's probably already retreated the MG. Same thing for denying green cover or flanking an ATG, most of the time it's just a waste of muni that doesn't actually change the outcome of anything much.
Idk, maybe I just have too high expectations due to the lava nade. Glad it's getting some nerfs in FBP, it's just too damn good. Nonexistent windup makes it easy to land the initial damage, and no fuse ofc.
If you don´t like it, try giving it some rotation speed and armor bulletins. You´d be amazed at how more cost effective it becomes with those.
Same thing happened to me with the Su76. I thought it was trash until I tried out the rotation and reload speed bulletins and it can do work. Vets up quite quickly, and hits super high efficiency numbers due to its low cost. However managing two or three is a micro nightmare compared to managing Stugs since Suchkas are made of paper held together with hopes and dream, one slipup or good flank from the enemy and it's dead in 3 shots to most things.