The title. Having problems in 2v2 late game dealing with 3-4 AT guns hunting vehicles in camo, sending your vehicles into repair. Usually when ostheer spams with support weapons you can easily overrun his positions with rocket/flame artillery.
OKW is kinda in other position, your vehicles can't rush anything, risking that you can get into that "trap", if trying to flank them after their first shots, there will be a faust on support. Rockets can't be used since guns are camouflaged. I'm playing on 16 lvl, and mostly facing that tactic from 16-17 lvl players and can't really counter it, when enemy team are capable in supporting each other. So I am asking for advice.
Thanks
Ostheer is a thing you know.
And try not to get strawman's in your argument, it's boring.
My argument about tellers is that it isn't cheap, especially for ostheer and that it can be countered by minesweeping. Try answering that please.
And again, tell me how sov is weak early game, against both okw and ostheer.
You claim, you prove.
Try to read again. Otherwise I will be the second person who will break a another try to have a constructed dialogue with you. Everything was pointed out. Cheers
Ah this, Where you skip the fact I said "barely/never see them used' on tellers and go on ignoring every quesiton you can't answer and focus on stuff I never contested.
But you really should learn the difference between cost and cost-effectiveness. A 1000 fuel literal I-win button is cost effective, but it is not cheap.
Have a nice day.
It's weird, The argument is either "top players never use it, therefor it's weak" or "top players can make it work because they are top players". I disdain the latter and find flaws with the former.
Nevertheless, the premises remains that Devm's sov sniper play is great and sov early game being weak has thus far not been proven.
Of course, strongest sturmpio + volk squad is weaker than engineers + cons. Poor OKW. Like you are saying that cons start with same amount of OKW squads, that is spamming with inf too, up to golden standart 4 volks, is weaker than soviet equivalent without any non-doc ability to upgrade weapon. 1v1 sniper can be outspammed by winning map control, not having T2 weapons, makes you even more vulnerable for having less resource income than your enemy. It is more for 2v2 game, when it's simply wall on wall match in a tight space.
Very funny reading, how you thinking that 50muni (even cheaper, than I said, sorry for my awful mistake) is okay to wipe light vehicle that is crucial in this stage, before German PZ4 comes on field.
Try to make a post that concludes an actual arguements, than "proof me wrong" or "streamers don't do that".
You call soviets strongest faction? Huh, the weakest early game, main inf cons that can't kill anyone without another unit support.
Now SU-76 costs munis to pay for weak ZiS-3 HE shells. (both tanks in T3 can be exploded by 1 OST mine for just 70muni, that need to be patched.)
But T4 is something good for their cost-efficient, if not taking into consideration camouflaged raketeen squads, that will waste your time repairing your tanks at base for few minutes.
Volks doesn't even beat cons at long range. And no flame nade early game.
It never was like that.
weak against MG
Still better than Maxim, means it's not the worst. Bad MG is for compensation for their very agressive start.
SP lose to cons rifle when the other guy knows what they are doing, so hard to close the distance and flank
That is not a balance problem. Unit should not be OP against everything.
AA half track doesn't help to kill mgs as quickly as last patch or pinged them
Lucs doesn't do wells into mgs,cuz the heal is insanely expensive 40 some munitions. plus at boys and guards can easily counter lucs.
Don't play with just one unit, always support it with infantry. It is not COH1 222 car.
After you survive the early and mid game, you can't come back with KT anymore. One tank destroyer counter KT so hard
KT was always a panic button if you lose your T3, it is a penalty for that, deal with it.
And get a panzer4 for the power spike and win
Another example why your whole thoughts are wrong and based on thinking that OKW must destroy everything in a blink of the eye.
Try to play another factions to see their weak spots and put your playercard on
I am all for revert. This change was supposed to sacrifice better, assymetric design in favour of a copy paste to support ballance. What really happened is that soviet sniper now shoots more often, is easier to cloak, takes less damage from automatic weapons and explosives and doesn't bleed soviet player with reinforcement. So in fact for the sake of ballance we changed ballanced and well designed unit into a boring copy paste that is also OP...
It is also important to mention that right now the only viable counter to soviet sniper seems to be countersnipe. It is a problem as well as coh2 snipers were initially designed to avoid countersniping. Initially, ostheer sniper cloaked faster than soviet sniper could kill it (unless ostheer player fucked it up) and soviet sniper also could only be double tapped if overextended. That way you had to actually use sniper counters, and sniper wars could be avoided. I would love to get such a good design back.
That is a good idea. It has been suggested in the past, but it didn't make it to broad audience.
Thing is that building a SOV sniper requires you making T1, while ignoring T2's support weapons and the most important of it - the AT guns, that could potentially save you from sniper-hunter 222. Now sacrifice of T2 don't make any sence, thanks to the nerfs.
OST has all units in one bulding with more DPS.
And yeah, to counter OST sniper you should have T1, to kill it with light halftrack.
T-70 is not taking into consideration since it comes on 11 minute mark, if you had everything good with a fuel ofc and it can be too late.
SOV now has 60 ammo PPSH package against 45 ammo MP40 volks package (with HE and smoke grenades not requiring upgrade in HQ). Nice!
And about the anti-garrison OKW tools, they already have the strongest starter unit among all factions, that is why flame nade is kinda sucks not paying for its upgrade. Since all building have their weak spots, like having only one window or not at all, this is an ability for sturms to abuse it.
And for christ sake, make a area heal type in HQ with the Ost med bunker one. Healing takes a lot of time, can be bugged easily with those human heal dispencer, making just staying in base waiting for heal waste of time.
All squads that can build things (sandbags, wires, mines etc), can do it from inside the building, by starting making a thing, not finishing it and going inside the structure that nearby. All items in build order will be built if they at least got 1 second by hand construction. Sorry for english. This bug was also pre-patch, same as unmovable/unkillable ZiS-3 bug that still wasn't fixed.
All posts about ZiS-3 getting ignored by balance team, nobody answers on them, third patch and bug is still live. That is really sad. :/