The first few weeks after assault Grens...
The Tiger Ace in the first month...
Yeah all words aside, every DLC commander has played out the same.
I swear the current changes to the PTRS were pushed off a month or two because the conscript PTRS doctrine had been released. |
I think it's worth pointing out that some of the most popular maps in CoH2 are versions of CoH1 maps.
Angoville I think is a decade old and I don't think it's seen many changes, if any.
Rebalancing maps is extremely rare is what I'm saying. It's a shame too, because there are many great visual maps, but they do not necessarily provide a dynamic or enjoyable experience to play this game in.
Lorraine from CoH1 is definitely a map that was ridiculously imbalanced before a few changes with problematic choke points made it actually a pretty interesting map. I wish more maps had gotten that kind of attention. |
So something to note about that testing video is how the JLI continually blink in and out of cloaking.
Another thing to note is how incredibly long those units spend shooting at each other. I rarely find squads 1v1ing for long periods of time in any game mode.
I think the issue is more about when things reach critical mass: which for instance is when there's 4+ panzershrecks or more than one vetted Obers focus firing squads as they move in and out of cover, and especially when retreating.
For OKW reaching critical mass, and staying there, is very easy. Volks can get all shrecks, and JLI, PF, and especially Obers are all the most effective maxrange/A-moving units in the game. Maneuvering into position against any of these units, offensively or defensively, is far more challenging than any other faction.
I mean, OKW doesn't have snares or a stock MG that discourage rushing units into close ranges, but they're also by far the most effective at wiping units, vehicles and infantry alike, before they can even close to an effective range.
Simply put, you can't outrange OKW. |
If Soviet T4 required 2 tech buildings, not just T3 built, then the t34 might still find its useful window.
For most people the ability to rush a t70 or Quad HT will still be extremely valuable, but going T1 and T2 and skipping T3 could be a potential option if fuel income allowed. |
The second picture is of an observation post. I don't think there was a difference in appearance between the factions on those. |
There's also a lot of content that is used for single player campaigns and challenges, as well as Ardennes assault, that has never made its way into multiplayer. |
An MG42 that needs to reposition is an MG42 that retreats, is decrewed, or is stolen. In position it is of course the best MG in the game.
The maxim can, in fact, reposition and rotate to the point that its capable of replacing mainline infantry for many Soviet players. It's not the best MG, but it's certainly not terrible.
The DsHK, like the MG34, just comes late from being locked behind CP and commander choice. The USF MG is just out of place. All of these are effective suppression units, but their availability hampers their utility incredibly.
The Vickers is the interesting one in that it kills more than it suppresses, which against the limited size of Axis squads, this is kind of a more effective role for it. But a stolen vickers is less useful than a stolen mg42. |
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Click on any of the box titles (water, horizon, etc) and it should collapse. |
As USF you're not really able to do much in teamgames. You don't have an option for strong lategame units unless you buy certain commanders.
And in team games, the stronger lategame usually wins. The faction with the stronger stock units usually win too since CPs come in much more slowly in larger games.
My advice in teamgames as USF is to totally support your teammates. Flank and harass with any rifles you can get into enemy territory. Your primary objective is to slow down Axis teching. Try to find and kill and OPs, cut them off at any points. The manpower actually doesn't matter more than it does denying the enemy resources.
Any time you can draw your opponents away from the front lines (usually the fuel) it's a win. If you can pull units from the players on your teammates' side, it's a win. Nothing like getting an mg42 to turn and attack your lone harassing rifle to let your teammate finally launch his assault.
Your teammates are the ones who are going to have to get the IS2s or Comets to handle the inevitable Axis heavies. You should build a few Jacksons for defensive support. You could also make a few Shermans to focus on infantry blobs, but they are often just vet for Axis armor.
Since you can't lay mines, you don't have a whole lot of meaningful defensive options. Supporting teammates with pak howies are also a good idea. You can even let them molotov it and steal the gun to use.
Teamgame USF is all about support. If you end up on a team with more than one USF, you're probably going to get overhwlmed after minute 20. |