How is the strafe OP?? Don't zerg rush and bunch up your units like idiots and you wont have a problem. The strafing run never seems to even kill anyway, it just pins everyone. I had a game recently with a skilled player who lined up ALL his units just perfectly and the strafing run did its job and pinned them. It came around twice but still only got maybe 1 or 2 guys. If anything make the damn thing stronger!! (maybe less time strafing) Maybe the Ruskies need to learn to get some Anti-Air. Don't let the germans have the skies!!
So you are suggesting, that Soviet players need to spread all of their units thin, forgo their entire positioning options, break their general strategy to build AA Halftracks JUST to deal with a 120 mun ability that comes at 3 CP's?
That sounds OP to me. Even the Recon run is 80 munis (thats, 60% of the Strafe cost), and the other runs are 240 muns. The Stuka divebomb is 160, very powerful, very slow and easy to dodge (this one is virtually undodgeable).
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I hope Relic can keep this kind of close communication with the community. The game can only benefit from this. |
I would add that I think the game lacks too much of upgrades/reliable ways to spend your resources instead of just teching (bars,supply yard upgrades, and units upgrades). Right now Russians have only 3 global upgrades (heal,molotovs,at grenades) and Germans have no global upgrade. This gives players a lot less chances to vary on their strategies and builds since their choices are limited by the limited number of the strategic options.
This is true. The axis were "slowed"· down by the phases upgrades, as well as the important decision to either vet your troops, or improve your tech, while the Americans had to keep upgrading their units to maintain their presence in the battlefield.
The additions of some upgrades would greatly help to develop a "decision tree" to make games games more varied and colorful. |
I don't know if I agree about the call-ins (I think giving them a fuel cost might be a good idea) but the rest sounds pretty much right to me.
I once toyed with the notion of adding a fuel cost to the call ins, to prevent spam and such. However, I remember back in vCoH that sometimes, having a high manpower cost with no fuel sometimes allowed a fuel deprived player to achieve a comeback, and I liked that. Mind you, it should not be easy mode: one of the problems back in vCoH was simply spamming call ins.
Maybe its the IS-2 and Tiger 300 and 250 fuel costs that bug me, but the Panzer Command Tank and KV-8 don't feel as crippled by the fuel cost. |
Why do people think the scout car costs 80 20, it by itself does little damage, you need the engineers which makes its 320 mp, 20 fuel 60 munis. so the fact it wins vs 1 gren squad is perfectly acceptable, and btw 1 gren squad that stands and fights to last with both an rifle nade and panzer faust almost destroys it and leaves it easy pickings for a nearby squad.
Do not nerf the m3 it is needed to break out of heavy MG spam, BUT nerf the flame damage vs retreating units.
The scout car's 50 cal does decent damage. I've seen it defeat HMG teams up front, regardless of cover. The cost associated with Combat Engineer's does not set you back, since you already start with that unit. It will, however, cost you 60 munis to upgrade those flamethrowers. That's fine: its a good combo, and has its uses.
The reason why I suggested upping the fuel cost, and not to touch is stats is precisely that: the scout car is needed in the current meta, but it needs to set the Soviet player back a little bit. Even increasing its population count would be acceptable (Soviets already have higher pop counts against their manpower, so it does tax them). |
Expensive though! If you lose two, and then re-inforce, do you get a G43/LMG back or is it lost?
You can drop the LMG42. AFAIK, you cannot drop the G43's. |
I don't see how the M3 could be any useful if you can't garrison it.
From watching Dev Diaries, this is usually the point when, as a designer you should go: "Maybe this is not a unit we need to put in the game, it overlaps roles". Too late for that now though....
The role the scout car should fill, is that of a scout, with a little bit of firepower (same for AC). There are, right now, no dedicated scout units in the game. The only unit that sort of feels like that is the AC with spotting scopes on |
The Flame HT needs a nerf, but so does the Scout Car. I think the Scout Car is powerful in combos, but it is nt a hard thing to balance.
Frist off, the global ones: Any units inside any vehicle, Ostheer or Soviet, should receive a chunk of damage upon the vehicle's destruction. Period. Arguably this will affect the Soviets more, simply because they have two transports.
Secondly, the Axis HT has nice armor. Lower its acceleration and max speed, it'll make chasing squads harder, it will make it harder to maneuver. Pretty good target vs AT Rifles and AT nades become more effective.
Third: Scout car need a slight fuel cost increase. Right now, it is cheaper than the AC, more powerful, more resistant, it can cap points most of the time and requires no upgrades to serve its full purpose.
Scout Car and AC are not equivalent units, imho, but its the early vehicle you can get with both factions, and its the first true fuel investment (AT Nades and Molotovs are too, but its a one time payment).
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CoH2 simply doesnt have the underlying things vCoH had.
*Map Design: CoH2 has no true cutoffs, maps are littered with strat points for easy mode, instead of motivating fights through level design.
*Doctrine TREES: We liked trees. We liked that complexity, because it dictated how you played and when you did it. Not only do we now get less actual abilities, some of them REPEATED, but they offer much less strategical branching. Now we have to wait for DLC's to come out, money to be paid and bitching to commence about balance. ToV all over again.
*Call ins: Now Relic has gone in the right direction with these, after 7 months of feedback, by giving us back call ins. Im not too happy with the fuel costs associated with them, but nobody is perfect (good luck watching an IS-2 in a game now).
*Small Arms Lethality: Combined with chokey map design, flanking is simply useless in a lot of situations. You can keep peppering with the troops' paintball guns and people take a while to die. It shouldn't be hard to fix, but its more time fixing -basic- stuff, and less time fine tuning balance.
*Target Tables: It made the game very complex to balance, but it also allowed fine tuning. It allowed for specialist units and balance: Hey, I want the Ostwind a little bit deadlier to Shock Troops and the Pak less accurate against Scout Cars. Nope, not possible. You have to tweak the universal values, possibly tipping stuff you didn't want there before.
The game can still evolve, and I hope it does, but it doesn't have the same intricate feeling. |
Well, i'd say killing an entire crew with a bundled/frag grenade is fine (considering costs, etc). Problem is, there's no real way of prevent that nade: your soldiersrarely deal enough damage to stop an incoming squad (there are exceptions, of course).
Something I've noticed consistently, both playing and through streams, is that flanking weapon crews just isn't as rewarding as in vCoH, because they almost always escape as long as they retreat. Of course, this isn't the case with ATG's, but their survivability is also quite high. |