so you mean...... Trucks & Strafing are fine? Argh...... this is new
right now there's no reason to play 2v2 as soviet if the both of them untouched, we'll see in few month, most dev balancer don't play 2v2 I guess
Trucks are not necessarily right, but they don't become insanely overpowered unless YOU allow them to trickle the resources. Its not always easy to penetrate the lines, but it is worse in 2v2 because the resources are shared by both players, and if both use the trucks, share the expenses. The maximum fuel income I have ever gotten from a 2v2 game with trucks has been in the mid 50's. I had fuel OP's, trucks AND both High Fuels in the map. By then it was already over.
Rad again what I said about strafe: nobody said anything about it being right, or balanced. Although strafe is nuts right now, it doesn't always arrive in play. OTOH, you will almost ALWAYS see either maxims or scout cars in a soviet game.
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That mechanic could be interesting, but situational.
Tripwire flares should not be in the German Army, it is a Soviet ability. I would rather have some creative abilities for the germans as well.
In general though, vet abilities shave become too repetitive for all units (back in closed beta, they were downright OP though).
I think they should be split into three: Pios/CE's should have their own, Grens/conscripts their vet ability and PGrens/Penal Battalions their own.
In the case of soviets, they have two doctrinal call ins: Guards and Shock Troopers. Give em the same vet upgrade. Ostruppen should have the same ability as Grens. |
Anything that circles an area is perfectly fine with a circle. Directional attacks do need an aiming rectangle.
As far as plane speed being slower: that's fine. I really liked a game where my enemy bought an AA solution to bring down my recon runs, it was a way to deny me that call in. I would, however, check into the range of such AA units. |
I would also support a sort visiual feedback for players to see how the weapon actually performs.
But you have to devide between small arms and tank guns here.
For small arms it is pretty simple. As I said small arms have a standard penetration of 1, so only the armor value of the infantry unit actually matters. So Grens, Pgrens, Shocktroops and Guards have higher basic armor and vet in general adds armor. A little icon like a shield or something to indicate their resilience against small arms would be good.
For the bigger guns this is different, since here also the penetration value varies. Relic already categorized the armor groups a little: Vehicles, Light Armor, Medium Armor, Heavy Armor.
So you have to define a somewhat "standard armor" for each group, like:
- Vehicles 5 - 30 -> 15 standard
- Light Armor 50 - 80 -> 65 standard
- Medium Armor 100 - 200 -> 150 standard
- Heavy Armor 200 - 400 -> 300 standard
Then you have to say what actually is a good, decent and bad chance to penetrate? Let's say 60%+ good, 15% till 60% decent, less then 15% bad.
Then the there could be a small list in the unit description like the one in COH1 showing icons like you said Muffin, indicating the weapon performance against each group of armor.
Regards
ace
Its a possibility, but it if it could be implemented, I'm guessing it should be fast and readable in your aiming cursor. So including something like, anything below 40% is red (low chances of penetrate, don't bother usually), a low range of 40-60% is yellow (it will penetrate, but don't expect it to be reliable all the time) and anything above 60% is green, giving you good chances to penetrate.
It takes some coding to make it work, which I don't think is feasable right now, though. |
The Opel Truck is only heavily imbalanced in 2v2's, and only gives a true advantage in a long term, both in 1v1 or 2v2.
I don't play Assault doctrine a lot, tbh, but if you check when the average time for Opel trucks to arrive is, you can start to assume he'll put it in the closest territories to his base that are largest (safe for hiding), also territories that already have OP's could be viable. For every single Opel truck you kill, it is as though you had kill a Pioneer squad, and it is A LOT more vulnerable than pios.
Strafing run does need to be nerfed, but it doesn't really affect the metagame as much as say, German mine inferiority, T34 weakness, Scout cars, etc, which are non doctrinal. |
It makes sense, and it could be right, but I think it could be a slight variation of this.
The problem with the new system, is that it encompasses global changes. The target tables are good, as long as they only used them in last case scenarios, and very subtly. The new system means that, if Grens get their armor reduced, they will be affected by EVERYTHING shooting at it, when perhaps the only problem was with conscripts.
Its easier to modify and play with, and also easier to understand, but it might take a little longer to hit the sweet spot, because its not as "precise".
I also agree with Nullist, some dev clarification would be appreciated, so we can understand the gears that run the machine |
No, because the numbers aren't even shown to anyone ingame so it's not like common sense enters into it. All the stats are behind the scenes so they can be as complicated as they need to be.
Exactly. It is a little counterintuitive that a player needs to know how good his chances are to penetrate only by experience, but it is a good formula nevertheless.
I really wish there was some sort of simple feedback to know your chances since a single patch can really change things around, and its a whole new digging operation into CoH-stats and memorization instead of simple feedback (I hate to reference MoW here, but it has a somewhat good system, even a color based one would be decent: red, yellow, green). |
Maybe you're right on the Medkit.
Thing with StuGs at the moment is they're 40 more MP than a T-34, same fuel cost (IIRC), good headon AT, a little AI capability + squishing (not much, but a pair of StuGs can roll a guard squad or something similar). Currently you can keep up more or less 1-1 on tank production with the T-34 if you have an even game, so I'm not sure they can't counter the Soviet T-3 well enough at the moment.
T-70 probably needs a downwards tweak to its infantry-killing on retreat but I'm not really sure a cheaper StuG is what's needed there. I think making it even cheaper in terms of fuel (esp. cheaper than the T-34) is just going to make Russian T-3 with its impact tanks unviable. In the early closed Beta they kind of had the role you're describing now, very cheap frontal AT with no AI, which I didn't much like personally.
My issue with the recrewing with 2 men is that it's even more situational than it currently is (i.e. good only if you want to run off with something while you're not under fire, in which case the 3-man steal is usually OK anyway).
Mines - yeah, absolutely : )
The speed and AI capabilities of the T34 means that, although it may not be as good for AT as the StuG for a similar prize, the T34 pays for itself faster by killing enemy troops in the battlefield conditions it arrives at (the Stug will rarely destroy infantry as fast as a T34 does).
On mines..
BTW, im not sure if you are referring to my idea about german AP mines, but I had suggested the possibility to customize the german minefield on the go (it does need programming work, unfortunately). You basically drag the box/rectangle in the general shape and size you want it to be, and the game adjusts the cost based on the size of the area. It wouldn't be as versatile as the Soviet mine, which I still think has enormous advantages, but it would give creative germans some very nasty possibility for chokepoints and other environmental factors depending on the map.
Soviet mines are still king, though, because they deal TOO much damage to infantry for very little cost. They deal around 200 dmg, which is enough to instantly blow up a squad in the first minutes of the game. The reasoning being that it needs to do decent damage to vehicles, but if it doesnt doo at least 200 then its useless against them. vCoH mines were already perfect for both worlds. Its one of the mechanics I really wished would have stayed the same, but alas... |
I play mostly 2v2's, and a lot more Ostheer because I like their playstyle. Far from excellent at this, but here's how I "read" my opponents in 2v2, it may help you udnerstand how your Ostheer opponent will react to you.
Early Game
There's basically three basic soviet strategies, with a couple of variations between them right now (each player will choose one of these, or go heavy on the same):
1)Conscript heavy
2)Scout Cars
3)Maxim Rush
If as Ostheer you DONT see conscripts early on, then you are almost guaranteed the other two. Most likely scout cars, so as a Soviet, expect an Sdkfz 222 from germans, so the player supporting scout cars needs AT nades pronto.
If you went Maxim, then you can 100% expect them to come with flamer HT. Guards and T2 Zis can help put it out of its misery, but HIDE that ZiS so the germans get careless with the Flamer HT.
Mid Game
Basically, in order to stay competitive in 2v2, the germans need both PGrens and PIV's, so expect those will come in good numbers. Here's why:
PGrens with shreks are the only viable counter to SU-85 in 2v2, I feel. A PIV needs to go around it, and a well micro'ed SU-85 will not be facing this situation, especially on such big maps where soviets swarm.PIV's, on the other hand, FORCE the soviets to go T4, because frankly, T34's will lose the war eventually.
An SU-85 bring fear to any PIV user, even in pairs if supported with AT nades or even a ZiS. The solution to PGrens? Shock troops win almost every time, and if the KV-8 rolls in, the maintenance for Ostheer players have to pay to reinforce PGrens pay back for it fast. Either you or your teammate NEEDS shock troops on the field, one way or another to prevent PGrens from rolling you.
Late Game
Late game is almost a dice roll, if it hasnt been decided by now. if you guys have an ISU-152, one to one, it will beat their heavy tanks and infantry. if they have managed to lock themselves down though, you simply won't steamroll the germans as easy because they have more armored versatility.
Heres the most important part:
FORGET fuel in the early game. Try to secure it, its important, but the priority should be munitions. Without munitions, they cant bring their Flamer halftracks, their shreks, their fausts, and that gives you the advantage in the early war, which helps you secure fuel and obviously the game.
A lot of this stuff sounds basic, and it is. I am by no means a good soviet player, but even when I do play, I keep the things I do as Ostheer in mind, to counter them. It usually works okay. The advantage soviets have in 2v2 is that you can choose two points in the map, and deny them early on. There's very little chances the german player has to win those early engagements.
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Its no secret that for the moment soviet does have an edge over german in 1v1. I think only some minor tweak to some ''abusive'' unit would balance it out but the better player should still win i think.
It has an edge over germans both 1v1 and 2v2 (2v2 is not really worthy of balance talk however).
I think scout cars are not amazingly OP, but they do need some tweaking because the beginning 3:00 of the game willd ecide the momentum. Scout cars come at around 2:30-4:00, and can really turn the tide for a while. |