There is an issue with power creep, but it's Ostheer power creep.
Tommies have had nothing but steady nerfs since release (removal of cover bonus RA, 0.10 nerf on RA, Bren nerfs, popcap increase, rifle nerf, removal of scoped Enfield's at vet, nerf to vet pyro LoS). This was partially mitigated by buffs to moving accuracy, bolster and brens being made cheaper. Bolster now being the main crutch to keep them viable.
Since these changes grens have not seen a single nerf, instead they have been given five man, T4 bonus in reinforce, vet3 damage reduction to prevent wipes and faster capping. This is on top of all their strengths that they have retained (longest range snare, broken rifle nades,Faust out the gate, free upgrades, cheapest mainline in the game).
Volks were at least nerfed in cost when they were judged too cost efficient, but current fiveman grens just blow old volks out the water for what they offer. You can just play way too safe with a solid wall of grenspam in a way USF have to invest pretty much all their muni into (as well as decent chunk of mp and fuel) with upgraded rifles. |
It's called teamwork
Ostheer can paradrop paks for OKW etc |
I made a thread on the issues with 5man grens and why they're OP
They have all of the perks of a four man squad like extra Faust range, grenade, vet3 damage reduction etc. But also none of the weaknesses as they are fiveman and reduced RA. Basically they're riflemen on steroids, meanwhile cons crying in the corner |
- It is more easy to hunt down a StuKa-zu-Fuß than the Howitzer, Howitzer can be remaned.
- Howitzer often double-shots a support-crew, same StuKa-zu-Fuß. BUT Stuka-zu-Fuß often only killes 2-3 men of a crew per shot, which means waiting for cool-down. Howitzer is cheaper and does even that job better for what it is. (same problem is the Katjusha/Panzerwerfer paradox).
It is funny to see, how often you try to defend broken mechanics. (edit: it doesn't depends on the fraction, fan-boy free talk. But it seems you don't get it)
Start mod-tools, replace leIG18 with Howitzer and start playing. Fun-fact, you are able to neutralize the popular HMG/AT-gun combo with ease.
Lol no chance, the Pak howi is a team weapon and all team weapons are safely wiped at range by rocket arty. Building a Pak howi when a stuka is on the field is just throwing away manpower.
Killing a stuka or Katy etc you can only really base dive with a medium tank, which usually means the loss of said vehicle even if you don't find their arty. Why you think this is easier to counter is beyond me. |
I'm still waiting to see this clips of ISU oneshots
And no managing a wipe on a half health squad is not a "oneshot" otherwise I can just claim T70 can one shot a 1% health KT. It's the same broken logic |
Does anybody else feel like the calli should be able to bounce p4 shots? It is already hard to kill as it is (3 shot killl). Please give it the jackson treatment and nerf its armor to 110.
Also i dont care about realism becouse
A im pretty sure it wasnt a good thing having a bunch of explosives on top of your tank while being shot at. And
B you could not reload those rockets while being inside the tank.
So just reduce the armor to 110 to stop stupid rng moments.
It's not "stupid RNG momemts", it's a tank with rockets on top
If you ask me it should have full Sherman survivability, but the rockets should be disabled in the first 100 damage and require repair
This was how the unit worked in coh1 |
They should start with rifles
Sturms are borderline broken earlygame |
ISU is one of the worst vehicles in the game right now, It is only mild effective if you stand in front of it doing nothing, and with the high price and pop it's actually a detriment for you.
Not to mention ISU is completely vulnerable to pretty much everything and needs a LOT of support to operate.
Show me ONE game where ISU actually made a big impact in recent times, you are not gonna find it, the 14cp requirement means that by the time it hits the field the game is already won or lost.
I would say the vehicle actually needs some sort of rebalance to be viable.
Could you imagine the outrage if Brumbar was made 14command points, or if ISU could spray magic smoke to make snares useless.
The axis boys would be in meltdown |
Personal opinion gather through years of gaming and from several different genres.
What's the difference between a good player and master class one? The later will recognize opportunities and take risks. Risks which end up later been the safe choice as you end up the game straight at that point without letting your opponent the opportunity to recover at all.
I think "most" people who play any game start with a badly focused "bloodlust". A short sighted frenzy of just pushing forward. Once you know better and know how to control yourself, it's the opposite. Too passive for their own good.
To be at the top i think you need to achieve some of this things.
-Smell blood. Know when your opponent is weak. In RTS, when the opponent doesn't have a counter to what you got or a low army value. In CoH could be as simple as a base rush or chasing squads or vehicles to confirm kills.
-Calculated greed is good.
-Identify your win conditions. Play to win, don't play to not lose.
You face a better opponent? Try some cheese strats.
You have a weaker army composition or commander? Go for an all in push if you see a momentarily weakness. Ex: Ele with no infantry support. IS2 retreating with low health.
Interesting take on things, but I'm curious how you view talisman and his play style. I remember him winning a 1vs1 tourney by just going five volks, waiting for tanks then sitting behind each VP with sandbags to strangle out a long winded drain.
Then he would do the exact same as soviets but with Maxim's and more sandbag spam mixed in. That type of defensive play served him well. |
According to your logic the ISU does not have to expose itself (at least not vs armor) because it has a piercing shot.
Which is correct, but the threads not full of people complaining about its AT apart from vipper |