Let's just change stats and models of everything into soviet union army, just with different names and decals. Then it will be "balanced" for sure. |
1v1 - tryhard paradise, salt mines, spam, rush for tech and other not-so-funny strats.
2v2 - little better, not so salty as 1v1, not so chaotic as 4v4, but still somewhat hard to play, if enemy applies enough pressure on your teammate aswel as on your side. Plays more like 1v1, most cancerous strats still apply, but much more easier to carry it out. Best setup IMO.
3v3 - it is just bigger 2v2, but with less spam and more actuall tactics
4v4 - chaos itself+arty spam. Most fun, but at same time most cancer.
vs AI - is stupid and have no paralels with actuall meta whatsoever. OKW AI spams cubels, Brit AI tryes to rush you with sections, and only USF AI will look like somewhat you might see in random battles because of poor army composition. |
I remember how once I encountered that one russian guy maining brits in 2v2 around year or so ago. He pulled out both churchill and firefly on his side, and i got 2 panthers. Only then I really understood the meaning of "soaking damage". That Firefly hitted me so hard that even with infantry support I wasn't able to rush that combo(plz note, brits don't have snares at that time).
Main point is - there is little matter in numbers, when opponent can play out their cards better. Firefly is a good TD, especially when paired with something to soak up damage and slow down incoming dives. She is not better or worse than her counterparts, she is just different. In-game math is cool, but we gathered here not for math exircises, but for "fun and engaging" gameplay.
IMO, it is mostly L2P
/tread |
IMO, there are 2 big problems - lack of teching and huge hole in your defences. On lost glider these 2 points next to your base must be protected by all costs, and yet you venture on some adventures on flanks.
Also, if playing okw, from my expirience, you should tech up ASAP, but at some point you banking around 400 MP and 50 fuel - more than enough to set up Battlegroup CP and keep your squads reinforcing at same time.
Also-also, would really not reccomend kubel as 1st unit on battlefield - its build-time slightly longer than Volks while costing less MP, so you ending up losing some early map precence. So you should first field volks squad and then you will get just right ammount of MP for cubel. And dont forget that with it you can push enemies out of cover or even destroy some of yellow cover.
As for russian FHQ - it is the most outrageos example of russian bias, if they set it up in some brick building, it takes forever to demolish, so those leigs won't really help.
Getting MG-34 was a good move. Usually soviet players tend to protect that building with everything they got, so you can suppress them and force to retreat. You almost drove them out, but then assault troops rolled in from flank and it was pretty much game over.
What you should have done, IMO, is to cover your mg flanks and pair it up with kubel for spotting. Main thing here is to not overextend kubel itself - you dont want it to shoot and reveal its position.
Hope I could bring up some good thoughts on your replay. |
In crates you get either Supply points(in-game currency) or billutens/commanders/camos.
However, even if you got SP, then animation of crate opening still should be played, so it is strange. |
They do cost 300 on the other hand, and reinforce costs are starting to bite back after first couple of minutes from initial push, after their shock value have been decreased.
And don't get me started on that sticky homing satchels bullshit - they have like 5m radius of attack, you got to buy PTRS upgrade for it, trading 2 SVT's for 2 PTRS, decreasing that precious AI-power of yours, and even worse, these PTRS cant do shit neither to tanks, nor infantry.
IMO, if you want cheap and useful AT-infantry, then you should go for Tank hunters doctrine and get these PTRS for cons. They also have that nice tank-buster volley of nades, best ability hands down both visial and cost efficient.
All you got to do when dealing with t1 spam vs soviets is to withstand that first blow, and then you can start getting these manpover bleeds with mortars or snipers. |
The plane should be shot down before the ability be effective and become a waste of munition just like the ally supply drop of soviet. So this will be fair and consistent on the same level of "counter".
That will render a lot of commanders useless. Like werh Air Support commander, or Falshimjaegers OKW. |
https://www.dropbox.com/s/53oe1vmxib2il7r/CoH2%20MG%20Comparison.xlsx?dl=0
I made this when I was trying to get my head around the MGs. The stats are mostly taken from the DPS chart and looking at stats in the attrib editor.
I didn't include some important stats like burst DPS, AoE suppression, or vs cover bonuses.
So basically-
-The MG34 is like 95% as good as the MG42
-DShK would be best MG if not for its tiny cone of fire
-Maxim close range performance does not improve past 10m like the other MGs (visible on DPS chart, not my spreadsheet), so it's more vulnerable to frontal attacks.
And I think-
-The M2's damage and RoF mean it's very inconsistent. The damage and suppression per shot could be halved and the effective RoF doubled, like the DShK
-I recommend increasing the short-range performance of bad machine guns would make them harder to push from the front, without making them as able to lock down a wide area like the MG42/34. |
playercard plz
First of all, MG42 actually only suppres infantry while dealing not so much damage to it - because he cant hit anything smaller than tank and because suppression cuts off like 20% of incoming damage. On the other hand, Vikkers or .50cal can kill infantry, not just force it to slow down a bit.
Also, mg42 is way slower than any other counterpart - both packing/unpacking AND traverse/aiming time, which allows you, if well micro'ed, to force it to retreat even if rushing it head-on. And lets not forget glorious CoD1 - COMRADE, WAIT TILL THEY RELOAD!
Maybe you should consider flanking, not just head-on slamming into MG42 arc?
Soviets have thousand of ways to counter OST mg. Personally, I prefer following build order: Cons>t2>Cons>mortar(in team games only, in 1v1 you want field prescence ASAP, so 3 cons+maxim is usual), but I've seen flamer car more often.
AND DON'T YOU DARE TO INSULT MY BOI CONSCRIPT! I cant say it is hands down best infantry ingame, but it not the worst either(ostruppens are). They can do their work reliably in mid/lategame, have acsess to various tools for defence and attacking at the same time. |
Finally, whole book. I've seen that thing around 10 or so times, but was not able to find all pages at once - only illustrations. |