Centaur should kill all infantry that approaches it, and it does. I find no problems with it, if I use 2 paks, at least one panzergrenadier with Schrecks, mines etc. Often the player with a Centaur becomes too aggressive when it sees the other player's troops retreat. I do not run into it, but let it run into my trap, and the Centaur can't escape, because it is too slow for that.
The Crocodile is worse, because it is almost impossible to destroy it, because of the high amount of hit points.
While I do see your point, I cant completely agree. Look at previous balance changes that the community has asked for that relic saw fit to implement. They all aimed to lower crazy high kill rates, to a more forgiving level where the unit is still lethal but wont wipe everything around it like crazy. Changes to the StuG E, the ISU, Obers, various damage profiles of all sorts of tanks etc show pretty much what I mean here.
Its great when a unit does its job and it does it properly. At that point however you gotta ask yourself - does it do more than I asked of it? If it kills infantry, thats great. If it kills infantry reliably and fast, all the better. If it wipes a squad within 2 seconds, even if you retreat that squad - maybe, just maybe, its a tad bit over the top and needs to be brought in line. |
The price is totally fine and so are dmg and pen. It just needs what has been done to the ostwind ages ago. Make it more inaccurate vs infantry and support weapons, especially on the move.
Right now with its fast rate of fire, it happens rather often that a centaur manages to decrew a pak after it got its first(or second) shot off - all while still remaining infront of it and making no attempt to move or flank around. That shouldnt happen, just as an ostwind wont decrew a zis from the front, unless the zis is hurt as hell already. Same goes for infantry. The ostwind is a beast, especially against blobs where it doesnt matter that a shot isnt spot on in the center. But when it comes to fighting 1 lone unit, maybe in cover or retreating, the ostwind is having a relatively hard time wiping it, compared to its general combat effectiveness.
If you make the weapon scatter bigger and maybe increase that even a bit more while on the move, itll be fine. I guess itll take some experimenting to see how much is needed.
I feel like pricing the unit similar to a p4 by increasing the price will just end up killing it, cause at that point ppl will just opt for something that can kill infantry(albeit slower) but also take on tanks. Like the cromwell. We would never see the unit built again with a price increase of 20 fuel, until alterntives get inevitably nerfed(its relic we are talking about here) and someone rediscovers the centaur and we will be at the same point we are at now all over again, asking for nerfs or whatever. |
the vickers cost 280 compared to the mg42's 260mp. If it's more expensive then it should be better.
By that logic the 42 should flat out beat the maxim then. Guess what. Thats not the case. Here, Ive got another one for you. The total cost of a teller mine and pak40 is lower than that of a t34. So if that t34 hits the teller, it should still be able to defeat the pak and run away. Cause price. Cause logic.
The vickers got other advantages over the 42. A more consistent damage output, longer range in buildings(and oh guess what. brits can build trenches pretty much anywhere they like), pretty nice vet bonuses, the inherent faction ability to place green cover in the form of sandbags anywhere they like - something that ostheer sorely lacks.
If you see a 42 in a building and pop your vickers in a building adjacent to it and hope to defeat it, the error was on your end. Same as when a 42 runs head on into a maxim that is already set up. Dont expect to win such an engagement.
And just like the maxim, 50 cal and 42 cant contain 5 units unless theyre all blobbed up like crazy, neither should the vickers, just because of some lousy 20 mp. |
I agree. While I am happy to see the SU76 finally being useful after 2 years or so, its a bit over the top at the moment. Fast as hell, free barrage, same pen as SU85 and very similar reload time.
The way it is right now its an SU85 that can clear out fortified positions and paks(especially cause the barrage seems to outrange paks) and wipe the occasional squad if you looked away for a moment to micro somewhere else.
While the free barrage still makes me cringe(no ability in this game should be free) it is still somewhat ok. Just make it like 5 or 10 munitions. Still cheaper than the pak barrage that does exactly the same thing for 60(?) munitions and still very spammable. Dont see the problem with it and SU need a munition sink anyway, at least when theyre not spamming guards and 10 fire barrages.
Biggest problem, however, is how similar the unit is to the SU85. The biggest 2 differences are health and armour. While health can be an issue if youre not careful and constantly babysit your su76, its not too much of an issue since the unit outranges pretty much anything its supposed to counter. So proper micro will keep the unit out of harms way, making health mostly meaningless, unless youre dealing with sneaky shreck blobs. And armour, well. Does it matter at this point? A panther will flat out 100% pen both an SU76 and SU85 and while the P4 doesnt get 100% on the frontal armour of an SU85, it still does the job reliably(besides, why engage a tank destroyer from the front when you got a turret yourself...).
So to me, as someone who rarely touches SU, it wouldnt make any sense to tech up and replace the 76 by the 85. 76 is cheaper and the only differences between the units are negligible when it comes down to it.
I will go in line with what most ppl have said, and vote for a decrease in pen, making it reliably pen a p4 and below and having issues with the frontal armour of heavies and panthers. 180 pen should be suffient. That way it can 100% pen a a p4 but will have a 60% chance or so for the panther, sort of forcing your hand to upgrade to the 85, unless you already got tons of zis supporting your 76 or you got the shit mined out of the map. Oh and Id also like to see the aforementioned price on the barrage ability. Doesnt have to be huge and 10 muni seems negligible compared to the 60 of the zis, when both abilities are essentially doing the same thing and the 76 can bail within seconds, unlike a zis. |
You gotta be kidding. Whenever I see a brit player drop one, I go and pick it up asap. They might take a second longer to suppress, but they seem to deal more consistent damage vs infantry. Whenever I grab a Vickers from someone and use it against them, it racks up 2 digit kills within a minute or two. Try that with an mg42 and youll be sorely disappointed.
As for the suppression taking a second(if even) longer than the mg42 - remember those days when the mg42 didnt suppress shit even after 2 full bursts against a unit in negative cover? All the ppl that are complaining now were totally fine with it and oh god pls dont buff the mg42. Wonder whats the issue now...
Oh and dont even go to "hurr durr my vickers gets the shit kicked out of it by mg42s". The maxim flat out destroyed the 42 for how long now? a year? maybe 2? And yes, the vickers is more expensive than the 42 but so is the 42 compared to the maxim, so we can keep that comparison standing.
Unless you want the same mg reskinned for all 5 factions, youll have to deal with the fact that some mgs perform better than others, just like most german players have accepted the fact that the maxim beats the 42 and most soviet players resigned to the fact the maxim doesnt suppress as well as the 42 does(though it did get better than it used to be). Just deal with it.
|
So, Ive been playing quite alot of CoH2 again lately and had great fun fighting against the brits. Havent personally played with them yet cause Im broke as fuck and cant afford to buy the dlc at the moment, so all my experience comes from fighting them and watching videos/streams to try n learn how ppl use them and how much each individual unit costs, compared to other factions units. As I havent played 1v1 in over a year or so, my PoV is going to be based off of mostly 2v2 and a bit of 3v3, playing as the germans.
Now, first and foremost I wanna say that I really love the new faction. Playing against it feels very very different to playing against the russians and americans. It feels like you get swarmed alot less but due to the strong emplacements you are hard pressed to gain as much territory early game as possibly, before anyone can park their emplacements in spots where theyll be an absolute pain in the ass for you. Both of those things combined, make for a pretty interesting concept that I quite enjoy so far.
More often than not though, I find that we somewhat dominate the early game, just to be pushed back hard by a counter attack followed up by a nasty emplacement somewhere in the middle of the map, where the counter attack pushed us back for half a minute or so. Here starts my first problem - emplacements feel way too strong to be. Not much in terms of firepower(the mortar barely hits shit and is more of an annoyance if anything and the AT gun should be very powerful. And while the bofors might be a tiny bit overperforming vs infantry, it is largely on par with the OKW truck Flak in terms of penetration and damage from what Ive experienced) but actually in terms of survivability. Sure, if youre fighting against someone who is oblivious to the fact they can brace their emplacements, youll have an easy time but as soon as brace kicks in, theyre virtually undestroyable.
Now, from what Ive gathered so far the emplacements cannot shoot while braced. Unfortunately, more often than not, I and my teammates fail to exploit that fact and attack the emplacement while it cannot fire back, largely due to the fact that the brunt of the enemy force seems to always be relatively close to emplacements, making it very hard to near impossible to focus them down without exposing yourself to other units. Im sure skill plays into this to a certain extent too, but this alone cant be it. Tried all sorts of stuff to beat them. Frontal assault with tanks usually fail unless your enemy is half asleep. Artillery as OH seems to have a relatively good effect, especially when the enemy moves in to repair them and you get a lucky shot on their engineers. The price of the howitzer however and the lack of heavy tanks and any meaningful offmap makes this choice not always viable. Ive also tried the fire barrage from the luftwaffe doctrine. And while that has a good effect if you catch your enemy off guard, cause it drains health fast, it is generally a massive munitions sink and not too viable against players that have a decent amount of awareness. Imo, if the brace ability would cut damage in half while allowing the emplacement to shoot at a much slower RoF would be a much better solution than what we have right now. Am I doing it wrong, not seeing the obvious, completely failing? Any ideas on how to get rid of those things in a more reliable way?
Next thing up the line is the standard infantry. While fairly weak in the open and generally on par with early game OH so long as they stay in green cover(and before the germans get LMGs), they pose a serious problem to OKW players on maps with lots of houses, especially if those houses are made of concrete. For OH this is less of an issue with how fire damage has been reworked. I found that a fast flamer HT does the trick pretty reliably most of the time and if all else fails, you just park your LMG grens in a house next to the enemy and let them handle it. For OKW however, lacking any sort of meaningful early game garrison counter, there is much more of an issue to be had. Any suggestion on how to deal with this(suggestions excluding "call your OH buddy" please) would be much appreciated.
Last thing that is bugging me is the churchill. Any variant really, where as the vanilla one is the least of any trouble really. Having 2 Paks facing the enemy, able to swivel around to cover each others flanks if needed and a P4 is seemingly not enough to kill a croc churchill. I dont know what Im doing wrong, but my Paks seem to have issues penetrating it and even if by some lucky chance they do, because of its massive health pool the thing just shrugs its off and then flames both Paks to death, before finally coming in to chase off your P4. Im not asking for a P4 to be able to frontally penetrate that thing or to single handedly beat it but when 2 AT guns and a tank are unable to deal with 1 tank, you start to question why youre building AT guns in the first place. I even had 2 vet1 Paks shoot the thing with TWP and while that had enough of an effect to scare the guy off cause he got roughly down to half health by the time he was able to move again, he was back a minute later, just to kill my paks within seconds again.
The AVRE seems to be a miniature sturmtiger with more armour and health. Dont know how else to sum it up. While the explosion seems to be smaller and the reload seems to be quite substantial, unless you have something like a panther or bigger, you usually wont scare it off. And even then I often times find it still trying to get a shot off at my panther(and if it hits, Im roughly down to 1/3 health) rather than trying to back off.
The normal churchill seems to be a tiger with a shittier main gun but more health, more or less. Problem here doesnt lie in scaring it off. A panther usually does the trick here. Problem is in actually killing it before it manages to get to something like vet3. With the massive health pool and it more or less regularily bouncing panther shots from the front, I found that you need 2 panthers to actually reliably kill one. That, or make it drive into a teller. In any case, Im having much less issues with that one than with the other 2. Any advice on how to beat them would be appreciated.
To sum up my experience so far:
Much boom, very wow, so emplacement.
No, but really, Im enjoying the brits so far. It feels like relic actually had some good ideas for once. And while the faction is still not perfect, having some useless units here and there and some overperforming ones too, it seems very interesting and Ill try picking it up as soon as I can.
Oh and one last thing - anyone else find themselves stealing brit HMGs whenever they can? I dont know if its the MG or the allied infantry but whenever I pick one of those things up I manage to get some 30 kills on it within 2 or 3 minutes. Its crazy. ^^ |
Well, that didn't stopped kubel from being incredibly mobile, self spotting and effective at aoe suppression.
Sets up faster, tears down faster(instant duh), limited suppression on the move.
Yeah, except the kubel continues to take damage from rifles and cons after theyve been suppressed because of its large target size(relative to other suppression platforms). You can have 2 rifle squads in front of you push you off, despite them being already suppressed - unless you constantly babysit the kubel with a repair squad. This issue plagues absolutely none of the other mgs.
After playing this patch a bit more, I do agree the maxim could use some love, but your arguments are as always dull as shit. |
I dont see why not. There are surely enough people who would profit from it. Just please leave us with the option of leaving it like it is right now. I really dont want my screen to be clogged up by this stuff even more because now it has lots of nice colours and whatnot. For people who dont necessarily need it, it might get a bit annoying. So having both options available would probably be best. |
Agreed. Make them require either T3 or T4 and then give them a reasonable price. That way they actually have a build time and you wont get a second magic tank outta nowhere. A cap on mediums would be pretty imbalanced in favour for axis. Just imagine the panther spam if T34/85s were capped at 2.
I dont even understand why we dont have this yet in the first place. Relic got it _almost_ right back in beta, when you needed to build callin tanks from buildings. The only weakpoint back then was that the callin unit took the place of another unit in the same tier so that you werent able to build t34/76s anymore, in the case of 85s. Had they fixed this slight issue, the system wouldve been great and they couldve saved us months of painful callin spam. |
That is just fucking retarded... |