AAHT is actually very reliable when in AA mode. There is an issue when in ground mode when planes fly close to the AAHT since the cabin does not allow the weapon to track targets in 360 degrees.
I probably did not switch on AA mode back then, but I remember that the AAHT starts spinning around weirdly if planes fly in range, but outside of the arch, which often forces you to use hand brake.
I guess AA mode fixes it, but needing to activate that mode specifically for an >anti air< half track to actually not bug out while shooting at planes just adds to the clunkyness. |
Your ELO was higher than the enemy team's. The ELO estimate expected you to win, but you lost. Therefore, you get a "high" penalty and downranked.
Second game, your ELO and the enemy team's ELO are more closely matched. The game is closer to 50:50, therefore you don't get as much of a bonus if you win.
Basically, everything working as intended.
The same thing occurs if your ELO was always higher than the ELO of the enemy team (which, if I get you right, probably was not the case). Then you get penalized for losing, but don't gain much from winning since you were expected to win in the first place. Also here, everything working as intended. |
Penals:
...
3. Picking up just 1 PTRS allows a regular Penal squad to use AT satchel while still having most of its AI.
If I play Penals and my Guards drop a PTRS, I often try to pick it up with a Penal squad to get another satchel.
On the other hand, if you Penal drops a PTRS, the best choice is to pick it up with a Combat Engineer. Otherwise, just leave it be and hope that the Axis player gimps their squad by picking it up.
Assault Guards:
1. IF you pick up a weapon you can no longer get the Thompson upgrade.
2. However, if you upgrade Thompsons first you can still pickup another weapon. Flamethrower is a great choice as you will dominate all short range squads. LMG is also good as you will do great damage at all ranges. Shreks/Zooks work extremely well also as Assg get a unique reload bonus at VET2 along with zook specialist. So you end up with a do it all squad.
The Thompson upgrade should (have) definitely be fixed. It doesn't make sense that you can't upgrade after picking up a weapon, but the other way round it is fine. |
What is rally? If your talking about the rally point that is only available in Airborne but not Terror Tactics. Airborne ACC vet is overall worse than the other Soviet elite units also but probably to late to address.
Good point. I somehow connect the airborne rally point with airborne Guards, probably because they have existed only in combination for a long time.
The accuracy veterancy bonus not especially bad. Guard Rifles get +30% as well. Almost every unit in the game either gets +30% or +40% in total. On a quick search, I can't find a real pattern, it is not depending on elite/non-elite nor the optimum range. However, that doesn't mean though that Airborne Guards couldn't use a +40% buff instead the +30%. Maybe that is what they are lacking. |
The video that OP mentions is focusing only on Guards in green vs green cover fights, which is the only setup where the bug is present and PTRS Guards perform better than they should. Then he puts the conclusion out, that PTRS Guards are always the better choice. It would be interesting to see how they perform in neutral and yellow cover though and if airborne Guards have their advantage in these situations. Especially since late game and team games are more about yellow cover than green cover.
As someone else said already, PTRS shots neglecting damage reduction of green cover is probably one of the most "realistic" bugs CoH2 ever had. Nevertheless, this oversight should have been fixed, since PTRS Guards are not supposed to act that way.
The Obers and Guards matchup is fine, even without the fix. Those units cost a similar amount of resources and Obersoldaten win reliably. The test Gonk made was again only green cover to green cover, which is only representative of a fraction of the fights that will take place.
Now, one could make the argument that PTRS Guards are "allrounders" and Obers AI specialists, which is true to a certain extend, but: Guards have high AI specialization as well. Their PTRS works mostly against LVs but already has problems against mediums (their DPS gets reduced to about a third of what they would have against LVs). So past 15 min, they move to a mostly AI role with a "soft snare". Second, Obers also have some utility that is not directly combat related: The defensive Blendkorper with even some minimal anti vehicle defense, the booby trap and sprint. Plus, they can make a makeshift MG with suppression at vet4.
All in all, if Obers win roughly 50% in green cover fights (to be taken with a grain of salt since Gronk seemed to have only a whopping 4 tests) and probably most/all of all other long range fights, then there is no problem.
The question that should probably be asked is: Are airborne Guards too weak? They cost slightly more than Obersoldaten, a worse grenade, the overall utility I'd probably call roughly even (strafe + rally + infiltration spawn vs Blendkorper + sprint + booby trap) and still lose to Obers (again, only 4 tests by Gonk, but looking at the remaining HP there were no really close calls). |
While a delay would surely be beneficial, CoH3 will be way better in the long run.
That judgement is obviously pure gut feeling, but from what Relic showed so far, they at least seem to know and work on 90% of CoH2's shortcomings. I assume CoH3 comes out fairly buggy, with acceptable optimization and probably overall bad balance. The first >half year will probably be fixing glaring issues and balance, as well as implementing some more "basic" and QoL features.
But there's a lot of promising signs that Relic/CoH3 will fare better. As mentioned above, Relic at least acknowledges a lot of issues and declares they were working on them. If that's really true will be seen, but it's not that they'd completely neglect where designs in CoH2 failed and kept pushing for it. Engagement of the community is higher as well as their hiring of community members into staff might potentially give them a bit better look/understanding how the game looks outside of their testing, at least as long as they actually have to say something.
The current visual fixes regarding contrast and visual hierarchy gave me confidence, that at least that part of the company knows how they can fix stuff quickly if the community calls for it. It's probably blindness to your own work that makes it often hard to detect room for improvement. It could be a hint that Relic does not have sufficient reviewing procedures. It is overall shitty to outsource that part to the community, but overall it can still yield a good game.
Other smaller factors will likely also contribute in the long run to a better game. Just to mention one: While it initially doesn't sound special that there will be four instead of the usual two factions at launch besides having twice the amount of equipment to play with, it will surely make the introduction of new factions via DLC smoother. CoH2 suffered a lot downstream from the DLCs, because Wehrmacht and Soviets have been balanced so intricately to one another, that - in combination with Relic's shoddy design for the new factions - the introduction of the new factions not only lead to problems for the new ones, but heavy changes on the old ones as well. Having four factions at launch will at the very least mitigate that.
I haven't followed AoE4 an awful lot, but from what I get the factions there are also more asymmetric than in AoE2, and the faction balance has become alright. The game also seems to regain players at the moment, so Relic seems to be able now to weather some storm and improve the game they have.
And last but not least: CoH is Relic's core franchise. They have more interest in keeping CoH alive than AoE, so in the end they'll also invest more resources into CoH if need to be.
My best guess is that buying CoH3 6-12 months post launch is probably the best strategy if you like the franchise. At this point, the game should be decently fixed with the initial weaknesses being addressed to not distract from the actual improvements.
(edited typos) |
I feel like abilities like this should be built into the faction in some way.
Like imagine if Whermacht had something similar to Hammer/Anvil in which you can choose between Spotting Scopes, Panzer Tactician or Hull Down.
Pretty much every commander I use has one of these abilities and I pick them specifically for one of these abilities only.
CoH3 seems to try something like this with the Wehrmacht, which will be interesting to see if it works out.
I disagree though that CoH2's Wehrmacht would need a general tank upgrade, since the tanks are already very strong. There's no problem with having a faction with generally stronger tanks by design, but then all factions need to have their specialty. CoH2 is currently not balanced for this, and one faction working differently surely will cause issues. |
The answer is: clearly not.
Why is this the answer? Because you (nor me nor anybody else) can define what these terms means for COH2 Balance:
- Consistent (across what and when and where?)
- Cost for benefit (decided by whom????).
That's a very loosely defined and weak argument according to which you basically never need to update any game.
There are clear objective parameters such as cost, performance etc available to sketch out a rough idea. The rest is up for testing. Cost and benefit of an ability can be determined the same way literally all units and abilities have been balanced. Just play test.
If no one could ever properly say that something is too cheap or expensive for what it does, we'd never have any balance update.
There's definitely means to make things more consistent in CoH2, the points you made in the post above have no real argument behind them. |
Please stay on topic and don't derail by overly exaggerating.
This is not an Axis vs Allies thread, nor is it a Panzer Tactician balance thread or focusing on any other commander in CoH2.
The point is: Should abilities be scaled to offer a more consistent cost for benefit whenever possible? |
As for Hannibals argument, while I agree with it, can cause a slippery slope. The best example would be "Mark Target" as it does the exact same thing. It doesn't provide much against smaller units such as LV upto all 4 shot MED tanks. However once you get to the Panther and heavier it creates a situation where it takes 1 less shot to kill(sometimes 2 depending on tank). With the prevalence of snares it can be quite disproportionate on the value of the ability. The much larger issue is that most doctrines with Mark Target also have Guards who have access to Button. So you get into a situation where abilities synergize a bit to well and we get to where we are now. (Guards doctrines are over picked)
Definitely there are some downsides to it.
There will be concessions to make as in the example of the button ability. However, the button ability is definitely not an analogous form of things like Panzer Tactitian or Vehicle Repairs. It only exists on one single unit and the ability is integral to the design of Guards. The cost of Guards can reflect how useful they should be against heavies. It doesn't cover all the bases, but you can tune a couple of knobs very specifically.
That's not the case for abilities that are handed out generally to a wide variety of different units. |