And it is a m6 mine, you can check on the game or in the coh2 stats page http://www.stat.coh2.hu/weapon.php?filename=m20_m6_mine_mp
Wait am I just going crazy or what? I can't play right now but I could've sworn the m6 mine is the tm-35 clone you can lay with infantry, and the m5 is the one you get from the m20... |
The KV-1 hulldown is pretty nifty and new.
Secure Mode is still nigh useless on the KV-8 and KV-2. Especially the KV-2 because it's only useful when setup and properly supported, in normal mode it is a Brummbar without a pintle MG that fires every two years. If the KV-2 is really the only thing around to cap a point then you've probably lost the game already.
I realy have no idea what a better Vet 1 ability would be for the KV series though. Hulldown makes little sense on the KV-8 since it wants to be advancing and roasting infantry and support weapons. And the KV-2, well, is already immobilized most of the time?
And the ISU-152: not sure why I'd ever bother spending 230 fuel on this when it fires every ten years. Yeah you can get lucky squadwipes or force ATGs to move or die, but a Katyusha will do similar work for much, much less cost. And it's especially underwhelming vs. tanks, you'd think that when the reload time is that long it would do a really big damage, but it needs half a match to kill a medium on it's own.
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Because they are no brainer mines, you just click on the floor and kaboom, goodbye any light vehicle
To be completely fair this applies to Teller mines too.
It's true that saving a completely immobilized vehicle is almost impossible if you don't have repairers nearby right as it hits the mine since it can't even limp away (ironically, it's easy as USF as long as the vehicle crew is Vet 1).
However most of the time mines are put down to cover flanks so generally when you hit a mine you're in kind of deep anyhow, often limping away won't actually change anything as AT comes rushing in.
I've never really had much of a gripe of hitting a normal mine vs. a riegel/m5 but maybe I haven't been playing long enough/against good enough players. |
Ps: they are m6 mines, no m5
m6 mines are the ones you have by default on Royal Engineers, and on Riflemen through doctrine. Those are the ones that are basically same as TM-35/Schu. m5 is the one you get from the M20 car. |
Soviets are not meant to have a super easy time vs heavies, they are strong enough in many other respects.
IS2 and IL2 strafe and also spam 34/85s with Mark target probably being the best, but both these sacrifice any doctrinal indirect fire.
Axis however are supposed to have pretty strong AT capabilities, so it's not surprising to find extra abilities like that in their doctrines.
But where Werh does have strong AT (example Riegel, Ele + stuka bomb), they lack the strong inf counters.
It's asymmetric balance.
Soviets real counterpart to Riegel is demo charge. Werh would fucking die to get hold of demo charge.
Ah, you're right about the demo.
Stuka divebomb is an absolute terror against infantry, especially support weapons.
I know mark target and t-34 spam is technically the best way but I always get flashebacks of a 1 health Jadgtiger/ELefant limping away from burning wrecks of t-34s everywhere. |
Well, this is assuming Relic will release/rework commanders, which is probably not likely seeing as we seem to be near the end of coh2's cycle. I don't know, one can hope.
Anyhow, the m5 and Riegel are both very powerful because they completely stick a tank; however this is balanced by their decent cost (60mu) , laying time (half the match), and the fact that only the M20 and SdKfz 251 can lay them, forcing you to build a unit you normally might not actually need (although flamer HT is almost mandatory vs Brits) and not being able to just lay mines with your engineers while the vehicle does vehicle things it wants to do elsewhere.
What would a Soviet doctrine with an equivalent mine look like? And what vehicle would you lay it from?
Obvious answer to the second question would probably be the M5 halftrack to match the SdKfz 251. I have no idea if this would be possible to animate this though.
And the rest of the doctrine would probably have to be pretty dogshit, kind of like how both the doctrines with the Riegel mine in them are quite out of meta. However it could be kind of like the Jaeger Armor doctrine where it's pretty pointless in 1v1 but incredibly powerful in team games. This will never happen, but my wet dream hypothetical doctrine would be:
2 cp: The M5 halftrack can lay our hypothetical mine.
4 cp: Recon Overflight. Pretty standard stuff.
more cps later: IL-2 bombing Run. Recon+IL-2 is basically the Recon+Stuka, although the IL-2 costs a good amount more. I don't remember the name of the doctrine right now, but this combo already exists. That doctrine also has Guards and an ML-20 in it. Also you can do the same bombo combo of Riegel+Stuka, instead with tank immobilized by hypothetical mine says hello to four FAB-40 bombs delivered by IL-2.
15 cp: ISU-152
Imo this would help not feel so bad playing as Soviet in teamgames because you'd have a roundabout way of dealing with heavy armor in the lategame instead of having to completely rely on a Brit teammate for heavy tankbusting. 4 soviets vs. anything is suffering unless you win hard early on and get to spam t-34/85s but anyhow.
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Scope strikes again.
Although I'm pretty sure many would like some love for obscure/underused commanders, hopefully in the next balance patch.
One I would like see some rework personally is the Urban Defense Soviet doctrine. As it is currently it's very high risk-reward centered around literally one ability, with two underwhelming abilities and two alright abilities, but nothing for the lategame.
And that one ability (FHQ) is nigh useless in 1v1 outside of element of surprise at a low level, and on certain maps can leave an incredibly cheesy aftertaste in teamgames if abused.
I would like the risk and reward both toned down, cheaper FHQ so it doesn't mean delaying your tech by ten years but no bullshit aura buffs, or at least not buffs that apply to teammates' units.
Also the m-42 ATG could use some love. Maybe give it the rak treatment, allow it to garrison and retreat. As it is right now it's almost pointless because you have to play aggressively with it for it do anything, but you can't just hit T if enemy troops get nearby, you have to back up like a normal ATG and get raped. Cloak would probably be too much though.
The vehicle detection ability is also a waste of 60 munitions in a doctrine with two other great munition sinks, either make it some kind of passive or just swap it out. To fit the Urban Defense theme Ppsh upgrade makes perfect sense for close-quarters combat. Or maybe something more unique like flamers for penals, to burn out buildings.
EDIT: Actually the Vehicle Detection allows you to see vehicles almost across the entire map as long as your infantry are at about the halfway point... after enemy rushed a Pwerfer *and* Stuka to counter my well-placed FHQ in a teamgame, I activated Vehicle Detection for lols and holy shit it told me exactly where their Stuka, Pwerfer, and Oppel Blitz truck were. Went around the flanks with a lone t-34, killed all three. Maybe situational but not so bad after all.
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If you want to play with cons in current patch, try Soviet reserve army doctrine.
In early game go the usual penal (+1 sniper) build and rush t70. You don't have to worry about early luchs/222 because of the dank hunters
Later on you will use massed conscription ability to get 2 or 4 free cons (MP wise) upgrade them with ppsh and start rolling. They vet surprisingly fast if you engage and harm few vet 3 (5) squads in the late game.
Instead of sherman spam you have much sooner and much cheaper t34 spam.
Definitely this doctrine is worth to give it a shot.
Also ml20 can break digged OKW players defences like flakHQ
What exactly is the usual penal build right now? I've been doing engineer goes to cap while second engineer in queue, second engie builds t1 and you have 300mp right as t1 finishes so you build penal, then another penal, then medic. Then t3->Suchka if you are behind on fuel and expecting medium armor. Where does sniper fit in?
Also does a t1 build differ for teamgames? |
I don't know if this has been posted before because I can't find any kind of search function, but anyhow
One major mechanic of coh is accuracy while stationary being much better than accuracy on the move for the vast majority of units.
This doesn't really affect your micro as much with a tank like a Panther where you can just a-move and duel it out while stationary since that's how you get the best accuracy, not to mention there's not much point to getting closer or reversing constantly to stay at max range due to great frontal armor. And no matter what, if you're chasing, there's not point in stopping right before a shot to maximize accuracy since you'll just fall behind.
However, in micro'ing Jackson's and such, I've really wished there was some way to tell how long left a tank as to reload. Jackson's you're constantly moving due to how squishy they are and the need to stay right at max range or simply get away from an engagement to repair after taking a single shot. Ideally you would press the stop key right before the Jackson fires to maximize accuracy, but it's hard to get the timing exactly down.
A reload countdown like the indicator for a grenade fuse would probably be just more confusing, but something just like three dots next to the vehicle indicator that disappear at regular intervals to show reload time and give you a good idea of when the next shot will go off would be nice. |