Its a squad that has camo that does not go off between covers.
If you can't close gap with them, its L2P issue.
You are asking for ass grens here.
Agree. Ass grens are what you are looking for. Storm have a unique design/playstyle and are viable. I dont see a reason to change them. |
Pak is downright useless until vet2 for the HE barrage. There was a game where my 2 pak howis survived late game to vet 3 with 3 kills among them. One pak howi killed one and the other killed two models.
About giving USF calliope stock... you would either have to severely nerf the offensive stats or make it a one shot tank and keep the good offensive stats, and reduce the price accordingly... or just rework the calliope to a slow AF arty which can survive a bit better and is in a doctrine, late and more expensive.
I lost some squads against the Pak Howie yesterday. I thought they performed fine, but i havent used them since the nerf. So cum grano salis i guess.
About the Calliope: Increase the cost/popcap probably. The 320 Hp should remain and make the unit unique imo. With the armor nerf its easier to kill anyway. Dont know if the barrage needs some nerfs. |
I'm top 50 2v2 player with USF currently and top30 soviets and I agree, there is no way for USF to counter axis infrantry in the late game unless you pick Calliope doctrine and it is funny to see it getting nerfed, while axis have stock rocket units to wipe allied infrantry.
The nerfs to pack howie and scotts made the situation way worse. I am sure the purpose of these units WERE to provide an alternative to missing stock rocket arty, but the wipe potential have been nerfed too hard, while axis gets to keep their stock rocket arty unit wipe potential and annihilating squads with their alpha strikes. The rifle nade nerfs made me question that if any from the balance team is even playing USF? I think I will quit playing USF after this patch hits live because it is way too big struggle lategame and just play soviets and ostheer since you have all the tools available in these factions by stock.
If anything, the jackson is the only single stock unit from everything you can build as USF that is keeping USF alive in lategame, but if you lose them, it is over, but jackson has been receiving nerfs in the previous patches too.
USF has the best scaling mainlane infantry in the whole game. 2 upgraded vet 3 Rifleman outperform 1 vet 5 Volks+1 vet5 Ober slighty. The infantry matchup isnt the problem. The Calliope nerf is justified and reasonable. Scott and Pack Howie are still decent, but require more micro in a micro heavy faction.
But i agree that stock rocket arty should be available for every faction. Its just too important. Dealing with anti tank gun/mg walls without arty is really annoying and way too punishing. Tbh if you nerf Calliope a little bit more you could just swap it with scott. Stock Calliope would make USF way better in teamgames and way less dependent on 1 or 2 commanders. UKF (and OKW with BGHQ, but atleast there you can backtech) lack rocket arty too and thats why they struggle in teamgames. |
They don't really tie infantry down that well lategame, is the issue. They're stuck between being a "meatshield" and a "Damage-dealer" infantry unit, due to having been handed the STG upgrade at one point in balance, and being expected to be a (very temporary) shock infantry. Their veterancy is weak, which makes their survivability (and so their efficiency) fairly garbage lategame relative to other units, but their STGs do not scale well either, having a spike when they're upgraded, and steeply dropping down from there.
I've suggested multiple times that Volks ought to lean far more heavily into the "tarpit" design, losing their STG upgrades (and therefore their powerspike) in exchange for slightly improved (defensive, primarily) veterancy, and a "mobilise reserves" styled upgrade.
Obers/JLI/Fallschirmjager (and to a lesser extent, mostly in the early game; Sturms) are obviously the infantry that should be doing the damage for OKW, Volks shouldnt have their damage output buffed, certainly not in the lategame, but what they /should/ be is a more utilitarian meatshield, in the same design space as Conscripts.
I think we could do that with Pfussies. The current power creep balance with buffing them on Volks lvl early on is the wrong direction. If they are both equally good early on and Pfussies scale better, there is no decision anymore. Everybody will go for Pfussies instead of Volks. Lower their cost+reinforcement, buff their ra a little bit and remove 2 g43s or the whole upgrade. Low dmg, good utility and high effective hp pool. |
Because it fits Volks thematically and historically. The 6th man upgrade is pretty goofy for a late war faction that's supposed to be resource starved, including human resources (looking at OKW popcap), the best upgrades available to Volks that fit the game and are somewhat immersive are the StG and MP40 upgrades.
Im not a fan of the 6th man too, but as far as i know there was no lack of soldiers even 1945. Experienced and trained Soldiers for sure, but they had enough young people to throw at the front. And in coh2 Volks are a mix of inexperienced new soldiers and older ones. Anyway i think we should go away from this stigma (allies mass low qualitiy units, axis high quality low number units). We get nothing of value from this game design imo.
About volks: The mp40 upgrade is way more interesting than the stg one. Its not as brainless and gives the unit a clear design (mid-near range squad compared to ok on every range). And with it Volks are actually able to to beat upgraded Sections/Cons/Rifle if you use them perfectly. With Stg Volks there is no range to even contest them. |
That's just my opinion but
Volksgrenadiers
260/26
One man added (now a 6 men squad from the start)
STG 44 upgrade removed
Veterancy 4 bonus (sight range) replaced with -15% RA bonus
Veterancy 5 bonus (passive healing) replaced with -15% weapon cooldown
Sandbags replaced with Conscripts sandbags wall
Now they can pick up dropped weapons [1 slot] (obviously since there's no stg44)
Sturmpioneers
300/25
Now starts as a 5 men mp40 squad (with Assault Grenadiers MP40)
After one truck has been fully set up they can upgrade
>Assault(or whatever) upgrade 60/80 munitions
4 Panzergrens STG (more mid range oriented, previously this is what Sturm stg were before being tweaked to a more close range profile) and an unremovable minesweeper always carried by a model
>Panzerjäger(or whatever) upgrade that is the current one
>Minesweeper upgrade (mutually exclusive with Assault upgrade of course but not with Panzerjäger upgrade)
Both way too good. The Volks-Cons/Rifle matchup is currently fine for the first few minutes. Giving them one more man will result in an easy win over Rifle and Cons. 2 more combat veterancy boni seem too good for me.
The current vet 4 and vet 5 are completely worthless though. Noone would notice any difference if both got removed. It doesnt have to be combat boni but atleast add some useful utility and not this dogshit.
The Stg upgrade is pretty lame and there are many other axis units who get Stgs. So replacing that upgrade wont make the game less interesting for sure. IDK why people want to give them even more STgs. |
Imo the biggest problem with OKWs tech is that you need both leig+heal and puma(+stuka in teamgames) but you cant really afford (manpower and fuel) both before t4 cause it delays Obers and P4/P5 too much. I would rather have a linear tech like other factions and put the Kt in Elite armor or some other commander. Ofc you have to put Flak Ht into Mech and Stuka into Schwerer and rebalance the tech costs, but the current system feels weird and somewhat lackluster. Similar to the old USF teching. I dont think that reducing cost of tech structures only is the way to go.
About Volks:
I see 2 solutions. Either rework the weapon upgrade or rebalance the veterancy. The second option is easier for sure. Swap vet 1 with vet 4 and buff vet 4 considerable. So they match the values (received acc not effective hp pool) of other mainline inf.
About Sturms:
I think they are actually fine for the most part. I dont see much benefit of adding another weapon upgrade. They already have 3. Ofc they dont add much combat value later on, but if you give them a potent late game upgrade people are going to spam them over volks 100%. The only shit thing about them is that they are too expensive for minesweeping and repairing. Giving volks a minesweeper upgrade, which lets them repair tanks similar to Conscript repair kit, could solve both problems. |
I think it's price is fair. It's not so stong as to warrant a price increase. It's defensive, it's job is to waste time of you opponent when they trying to kill it. It's damage output is ok and it's slow. Persing and Panthers are very good at what they do which is kill.
Ok, but isnt this similar to the old churchill? That thing had a shit gun too. But it was so oppressive that its popcap got nerfed 2 times in a row and therefore has more than a panther now. |
I agree. That would be the ideal case.
But as I laid out already, while the KV1 is certainly too strong, it does not completely break the balance. There are a lot of players that chose other meta commanders over Guard Rifle Combined, despite this commander bringing 3-4 good abilities to the table. I don't think Soviets have so many problematic commanders that KV1 does not get picked anymore.
Counterattack Tactics is really good in 2vs2. B4, Shocks, FMR and recon on top of the Kv-1. Its kinda hilarious. The only bad commander is Conscript support. And thats cause there are 3 dogshit abilities in it. Only the old Tiger ace could make this thing viable ![:) :)](/images/Smileys/smile.gif) .
The Kv-1 has 14 popcap and costs 420 mp and 145 fuel. Pretty similar to P4J. But it has the defensive stats of the P5 not the P4. Sure its gun is slightly weaker, but it can threaten medium tanks. Ofc its not on P5 lvl, but something like 450 mp/150 fuel and 15/16 (Panther has 18) popcap seems more reasonable.
Can someone explain to me why the Kv-1 can survive 3 Pak43 shots? I thought 20% dmg reduction means, that it gets 960 effective HP. But thats not how it is ingame. The classic tank destroyer like Panther, JP4 or Jackson does 160 dmg per penetration shot. 160*0,8=128. 128*6 is 768 though. Thats below 800HP. So the Kv-1 can survive 7 instead of 6 shots. Thats on par with Tiger, IS-2 or ISU. On top of that you get 2 bonus armor bulletins to push your armor next to 300. I didnt test it with vet 1 active, cause the result could scare the puplic.
Was this intended? I always thought it has 960 HP like Panther or Pershing. |
I agree with their sentiment that the "CB requires no micro" argument is totally overblown. It saves you a grand total of three clicks and some map awareness while targeting whatever it wants, which might be a lone mortar squad, when a well placed regular barrage in a target rich environment would usually yield better results. And something being micro-less isn't really the best argument against it, because autofire for many units (mortars etc) is equally micro-less.
I would like to replace but, but actually because I think the ability is meh (it won't hit its intended target most of the time), not overpowered or whatever.
I agree. Changing the vet 1 will result in a buff for every halfway decent Lefh player. The only viable target for counter barrage is a Katy and maybe B4 anyway. Single mortars/pak howies arent worth it, Priest and Sexton cant get one-shot and losing ml-20 frees popcop for good units.
Imo remove counter barrage. But not cause its op, but cause its only useful for really low micro players.
Just give the Lefh a singular shot like the B4 on vet 1 and watch the steam forum burn. |