We just need to make ShockTroops weak against something to counter it.
Fire i.e.... Kch were so strong but with a flamer engineer you could made them too much damage.
Atm the only viable fire is from FHT since engineers will die so early. |
Right. Though, keep in mind that the lmg will stop firing while gren squad is moving. G43 won't. Meaning if cons are molotoving you, they will buy time shooting at your lmg squad untill the lmg gunner will shoot again.
That's called balance. If LMG upgrade would mean Insta Win against conscript, then it's not funny. Me as an Ostheer player I like challenges and every faction should have a counter for any kind of unit / strategy.
*Sigh.... Russian Sniper... Sigh* ¿When will we have a good counter for you? =) |
The fact is that this kind of comments are doing people to refuse buying this game.
As Inverse said, making money in short term (DLC commanders) will make loose money in long term (players reading about the game that may buy it)
If a good number of those bad reviewers with more than 300 hours played are posting bad feedback about the game, is not their problem, It may be that as a customers, they are not fully satisfied, and this is Relic/Sega fault..
In my case, I am not fully satisfied with this game but I still love it and I have the hope in a near future that the game will be fixed. It have still a high potential to become a great game with small balance changes.
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I never tested G43 vs PPSH fight but what I can tell you is that 60 ammo Lmg on Grens > 30 ammo PPSH on conscripts.
If what you are saying its true, then there's no reason to upgrade to G43 right now, and it may needs a change (Without modify PPSH or LMG) based on a price reducion or a damage dealt. |
I agree with you but, you have another post with almost the same topic name in where Relic devs had commented.
I think that would be better to edit your original post. This one will be hard to read it from a Relic staff . We are creating too much topics that probably will never be read by Staff.
But I really agree with the 100% you are saying. I still have many friends that prefer playing Coh1 insead of Coh2 because of issues like you are mentioning.
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Well, if you look at it from Relic's point of view, they don't really have a big player base, and you need a big player base for cosmetic DLC to work because there's no gameplay incentive to purchase them, so a lower percentage of your players will actually purchase stuff. If you give a nice gameplay incentive for players to purchase your DLC (such as by giving them cool new units or making strong commanders), you're likely to convince a larger percentage of your player base to purchase your DLC.
The problem with the latter model, however, is you're discouraging growth. How many players do you think were interested in CoH2 before they saw all the DLC commanders and the DLC whoring/Pay2Win tags on Steam and in forum posts?
I think if Relic went with a cosmetic approach instead, they would've made less money in the short-term, but the game would be seeing a lot more growth than it currently is. In the long term, I think it would've been the better route to take. Unfortunately, they were probably forced into this by THQ, then SEGA probably came along and changed their policy some more. I would honestly be shocked if anyone at Relic actually thinks their current policy is good for the future of the game.
In January,a friend of mine, from school, (we can consider him a gamer) asked me about Coh2. I told him good words about the game, and that I only play this game (which is actually true).
2 days later, I asked him if he bought the game ( game had a 50% discount) he told me "no, I've just read in Steam forums that this game is pay 2 win and it has unbalanced units from dlc commanders" he was refeering mostly on Tiger Ace , which I told him that was going to be balanced soon. He still decided not to buy the game (It's not a money issue, that guy earns like 3000$ per month) and.. can you guess what? that guy played Coh1 with me. |
Thank you Wooof;
In Our last 10 games we were trying to build more infantry on the begining (mostly grens with Lmg upgrade) and they work fine against cons spam. For shocks we reserve an MG42. I don't build more than 2 Pgren squad because they are very expensive to reinforce.
We have to be careful because it's much easier to loose a german squad than a russian squad. Now we can get into late game, and face other problems like ISU-152 that shreds our infantry but, with a couple of panthers + stuka bomb we can deal with it. But I'm getting angry because I loose a full squad from a tank that is in a far distance and I cannot see it.
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I think Relic needs to do much more of what they did with the advanced warfare commander. Essentially they halfed the effectiveness of the major abilities while also halving the cost. The result is abilities that can be very useful to turn a situation but on the other hand not so powerful as to ruin the game/unfairly destroy your opponent.
I see the depth of this game under the surface scratching to get out, there are so many great abilities that people could use to make interesting, unique and effective strategies. Unfortunately the problem is that most of these commander/vet abilities are unusable to be utilized for the most part because they do not fit into the economy of CoH2, they are simply too expensive to use to great effect especially on the german side.
Take the Storm Docrtine for instance tactical movement and relief infantry could be great abilities for unique strategies within this doctrine but you simply cannot get enough munitions to use the abilities and the same goes for most commanders. The other problem lies in the fact that once you do get the required resource saved up to meet the requirements of the commander ability whether it be call in tanks or some sort of artillery it is often op and ruins the game.
What they did with the advanced warfare commander addressed both these issues effectively, creating abilities that r useful and actually attainable within the economy as well as nerfing them enough that they are still great abilities but are not unfair and cannot be relied upon to obliterate your opponent.
Imo if relic can create more content along these guidelines and perhaps even tweak past content to more resemble the model represented in the AdvancedWarfareTactics commander they will truly be making the best step possible to really opening up this game to dynamic/fun/tactical gameplay that the fans have come to expect from Company of Heroes.
The main issue that bothers me first and foremost about the current build is the fact that most games are still for the most part ultimately decided by tank call ins. It has gotten bad enough that you see many games these days where the players are foregoing tech altogether and simply spamming one tier until call ins. I hate this, to me it is extremely boring
+1 |
I like most of your suggestions except the last 2.
T34 is fine where it is, and Su-76 is fine where it is. I would only increse the acuracy of the Su-76 vs infantry because atm, SU-85 kills more infantry than Su-76 main gun (not the barrage) |
Not a strategist but for AT you could perhaps consider getting a stug? Ofc still vulnerable to at nades, but can't be overrun by shocks. Also moves faster that the pak and really puts in a world of hurt on tanks. Do you both go for tier 3? A panzerwerfer will punish blabbing hard if you can predict movement or catch them out of position. One of you could skip t3 to get there faster if needed. Never underestimate mortars either, Use attack ground to keep firing along their advance.
I mostly go T3 for Flakpanzer + Stug + Stug.
My mate skip T3 for T4 to build Panzerwerfer + Panther
The problem with stugs are the Zis AT guns. The enemy hordes advance and its very hard to kill the AT guns with infantry. Panzerwerfer works great but it's a T4 counter.
If we survive to Late game, Tigers work great against that infantry hordes because they barely damage me. But my problems comes between Mid game untill Late game. At that time where I have fuel only for 1 T3 Tank and my mate hasn't built T4. By that time the russians have that much soldiers and they start capping the hole map. |