Had something very similar as I tried new Rangers with super bazookas. They got halfway supressed by MG (yellow supression not red one). I could select the unit and see their unit portrait in the hud but it had no abilties or action buttons, the Retreat button was missing too. Only after smoking the MG and rcovering from supression they could retreat. Strange error that I couldn't reproduce afterwards.
Happened to me once too and saw that on VonIvan's stream as well |
Problem with Riflemen is that they struggle against Volks in the early game due to their slightly higher reinforce cost, they are just about even with a single BAR vs the STG upgrade but then they become extremely powerful once they get a 2nd BAR and hit Vet 2-3. I would like BAR's to get nerfed a bit but then become cheaper so getting 2 of them doesn't cost as much but wouldn't have as good of performance. Right now it takes 20+ minutes to be able to Double BAR up your 3-4 squads.
But does it really come down to Rilfe vs Volks in your opinion?
Sure, Riflemen are more expensive both to buy and reinforce, but they're also a good tad stronger.
Also you'll loose about 20 models in the early game, which would cost you 60 manpower more. That's not that much and by far not enough to cost you the game. |
Not going to close the thread because it may be a legitiment problem for this player. It's not like the majority of the posts in this thread have been even remotely helpful towards OP. :/
Start by narrowing the field of concern from the OP. For example, we don't know what gamemode they're talking about. Jacksons are problematic for example, but they're more prominent in teamgames than 1v1.
What gamemode are you talking about? What are the concerns you have about allied armor? No armor piece is instant win, although some are stronger than others.
I've read OPs post again to see if I missed something. Your good intentions in all honor, but OP is just ranting. The only part that comes close to a discussion point is:
As for axis heavies (including the panther), they are having an extremely hard time escaping the Range/RoF/Pen/Damage of allied TD, the most offfending one being the Firefly due to its retarded damage and range. Su85 is also broken, with its selfsighting trick and HMG-Like RoF.
This is something that surely can be talked about and there are multiple threads on that subject (one is running just now). It even does not matter if the stuff he describes is objectively correct or not, but the post is just another "Allies OP!" and "Axis OP!" that we don't need. Nothing that would promote a discussion, only very faint and few arguments if at all. People are not helpful because OP does not make a legitimate and honest effort. |
Go complain when the commanders will be in a surprise mechanic box with 1% drop chance, with remaining 99% being 10 bulletins that don't even change into currency.
It really doesn't get any more stupid to equalize DIRECT FUCKING PURCHASE OF WHAT YOU WANT with something that's being locked from you behind a math that is supposed to make you invest artificially set sum of money before you're allowed to have a chance at what you wanted.
In CoH setting, if you go to buy a banana, you go and buy banana.
In EA setting, if you go to buy a banana, you'll get 200 onions before you'll get a banana and that's if you're lucky, other customer may get banana on first try, while another may pay a lifetime supply of onions and never see banana.
Believe me, there is no one on this forum who knows as much shit about that as me, after all, I used to build this shit.
While it's true that lootboxes and the CoH2 model is hard to compare, you're leaving out important information.
Given Relic's track record of overnerfing and overbuffing things, the commander you buy today because you think it's cool and opens up different strategies might not be like that tomorrow. We've seen many commanders come and go, and I'd be pissed if I spent real money just to see the commander nerfed to unplayability.
And before you jump on that train: I'm not talking about nerfing OP stuff for balance, but some commanders have changed from a viable meta build to completely useless within one patch.
If you buy a commander, you still don't know what you get. Might be a banana for a week, and become an onion for the rest of the game |
Could a mod please close this thread?
It's probably just a troll post but even if it isn't it's not a proper contribution to the current discussion by far. |
I've heard rumors about slight nerf to OKW's opening strength next patch, together with slight nerf to Tommies, compensated with slight buffs to other UKF units.
#BelieveInUSF
That would actually be pretty great |
The thing is that all the core mechanics of CoH revolve around rng. Tanks, Artillery, squad based fights, grenades. There are no laser weapons where it would be believable that a 100% hit rate exists. The authenticity requires hit and miss chances, as well as relatively long reload and cooldown times on guns etc.
Infantry fights are the ones that follow the deterministic concept the most, due to the high sample rate (=shots) that are needed to kill a model. But then again it's purely luck if your all members of squad target a single entity model or if they spread their damage. This could only be circumvented if soldiers could be controlled on a single entity level, which would abolish the squad based fighting tactics, retreating, most of unit preservation and the veterancy core mechanic.
There are some levers to push and a lot has been done, for example spreading out damage profiles of AoE damage, refining squad spacing etc. Also there could be a "manual reload" mechanic for machine guns and so on.
Irrespective of the side you are standing on:
If you want a more star craft-like gameplay, you need to play starcraft. The WW2-time frame does not really allow for a completely deterministic gameplay in my eyes. In my opinion, CoH2 has reached a nice balance between rng and complete mathematical determination for the most part, although in many regards it's far from perfect.
Does the rng make the game require less skill? Well, yes and no, rng can add to the skill ceiling if it is applied in to a limited extent. Yes, as you're sometimes not rewarded, even if you took a fight where you had initial advantage. No, as you are required to reevaluate the engagement at all times. My tank missed twice? -> Abandon the offensive or keep pushing, it's up to you to make a qualified decision. |
and what do I do on chokepoints?
I hope this is sarcasm |
Their early game performance sucks hard vs OKW, that is the issue with them.
Against OKW I got the problem that usually one Riflemen squad gets chased off the field by Sturmpioneers. So you always have to move two of them around or catch Volks in 1v1 to not lose the early game. Which is difficult of course, but that's not a problem with Riflemen, but Sturmpioneer start |
Are you refering to this forum?
Because I dont often see complaints about riflemen bein UP here (not counting a certain dumbass who has also littered Steam Forums with a considerable amount of mind-wreckingly stupid threads)
And I agree, they are well balanced.
That being said, USF has zero chance to survive early game 1vs1 against equally competent OKW, but thats hardly a problem with Rifles or USF in general
BTW Im often running into teammates who try to go with builds containing zero Riflemen
Yes I do.
Usually when a thread is derailed into "Volksgrenadiers are too good" or just the general mainline infantry discussion, there are some posts about Riflemen being bad. I can't recall how many of those were made by the same person. |