Soviets do have an advantage, mostly derived from superior firepower early on.
Hit the dirt should come at least 1 CP, and the troops should have a decrease in offensive capabilities while in HtD. Another possibility is to make it time limited: suppressed soldiers, for instance, get a small defensive bonus, but if they remained pinned, they become easier to hit.
PPsH's should be 2 CP's (like G43's do, they arrive just in time for an extended T2), and guards 3CP's. The disadvantage of the doctrine is their weak late game, and late guards. Really good soviets don't really need guards, anyways. |
It was an E3 demo. I was unimpressed, too, but the campaign could have more to come.
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as long as your GPU doesnt exceed the 70-75º mark, you are perfectly fine as far as performance. some cards can hold decently at 80º (but your performance will get hit).
Its most likely a memory leak. They mentioned they sort of fixed the scroll lag by optimizing the drawcalls/texture loading. What happens if you do not reset your PC, but instead only reboot the game?
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The very design of CoH allows for comebacks. Comebacks should be a combination of excellent play, and that luck factor working in your favor. "Seizing the opportunity" you might call it.
However, if an opponent is consistently playing better than me, the game should NOT purposely try to give me second chances. It should be the result of my superior use of tactics.
The upkeep is too low, this time around, imo. I can barely feel it anymore. Considering an army composition of 60 pop, you have a maximum upkeep penalty of 90, meaning your income will stay at +210, not great, but not crippling either. I think the quantity is fine, but they reduced some of the population costs of units, which makes the game feel less taxing. Perhaps increasing population costs to what they were before, and increasing upkeep to 1.75/1 pop, would be a sizeable change. You'd be ending up with around +170 if you have a medium to large army, consisting mainly of vehicles. |
I have personally never missed a single panzerfaust, even when the tank has left the viable range. In both videos you showed,as far as I saw, the panzerfaust hit. I have personally never had that happen to me, but it looks like the faust for some strange reason, did not penetrate. Remember what I said: You can't dodge it. Wether it was effective, its a matter of chance, or glitch, but it will hit.
You do not necessarily make the game balanced by escalating power. The early scout car is strong, but boosting the faust will make the scout car completely useless. It is far wiser, imo, to nerf the strategy itself (higher scout car cost, or something in the same line).
The soviet early game is not really strong because of scout cars: it is strong because of its infantry. It is not as accentuated as the old Pe vs American matchup used to be back when OF was originally released, but you still need to use stalling tactics to hold for that middle game. Once T2 has settled in, Axis begins to build steam. |
I would accept mentoring by Bill Murray, any day.
I've always wanted to participate in vCoH mentoring as a mentee, but could never find the time. I hope I can start with CoH2 |
I think Panzerfaust should have longer range than RPG-43 for three reasons.
1. Grenadiers don't have Oorah.
2. Sometimes Panzerfaust hits the ground dealing no damage, whereas RPG-43 never misses.
(If it does, let me know please.)
3. It is nonsense that Panzerfaust and hand-thrown grenade have the same range. Historically, Panzerfaust had at least 30m range and AT grenades were effective only in very close range. (Of course it depends on conscripts' strength.)
1. Fair point, but Soviets have no access to shreks, and AT grenades require an upgrade.
2.Panzerfaust never misses. As long as you shot it within range, it is impossible to dodge, just like AT nades are.
3. Historical accuracy is irrelevant, this game is meant to look visually authentic, not functionally. If we were to place panzerfausts accurately, you'd be able to penetrate at least 140mm of armor. That means you can penetrate a Panther tank's frontal armor, from 60m. With a T1 unit. The later versions of the faust could penetrate up to 220mm of armor. That's an elephant tank's frontal armor.
This is a game, my friend. The devs need to balance things appropriately to make it fun and competitive. Realism has its place in simulations, but we must not forget that real life is not balanced. A game has to be balanced.
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Go Jager Inf Doc and get G43 and camo for your Grens, then they rape everything
Still going to lose against Soviet infantry.
Here's why: Jaeger infantry is munitions heavy. Every single G43 upgrade, costs 60 munitions. Yes, the G43's are VERY good and accurate even at long ranges, but I've noticed you need at least two squad with them to really supplement your flamethrowers or Pzgrens. Thats 120 munitions.
By the time you get your G43's (2CP's), a player using the doctrine with Hit the Dirt, has unlocked Hit the Dirt, Guards and PPSH's. He has, most likely, secured the early game with this fast advantage, and your infantry is lost.
If this argument is not enough, then this one should do the trick: If the soviets *force* you into going G43', simply because their vanilla infantry is superior, you are still at a disadvantage. Shock Troopers will still rape G43's, anyways. |
German infantry are inferior, in every respect, to Soviet infantry.
Unless we speak of doctrinal abilities, german infantry need to stay at a distance to fight properly. The gren riflegrenade is too situational and very random (you need their guys to be perfectly bunched and static).
The light mg42 needs to be stationary to fire. Big, big drawback, especially early game.
PzGrens are decent, but are raped 2 out of 3 times by shock troops. I've seen the shock troop frag do more damage than the bundled grenade, not sure if actually true. Shock troops may be doctrinal, but hey: the soviet doctrines worth getting have them. Shrek's are deadly: but for 120 munis, they are NOT worth it. The last thing you want is a shock trooper squad with a shrek.
I like the fact that the game is slower, but I could hardly feel the upkeep at all, I almost never feel short on manpower. I dislike the current system based solely on population, simply because CoH is not about numbers, but army composition. Reducing the pop count for many units does not help.
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This is exactly why I always tell everyone, repeatedly, to turn AA completely off. Anti-Aliasing needs to be seen as a luxury, most of the time.
Your card should be able to play this game, easily. However, Anti Aliasing for the game might simply not be optimized right now. Run the game at your Monitor's native reoslution, 100% Render Quality and Anti Aliasing off.
Injectors are not always a solution. They tell your video card to do a specific operation on screen(like anti aliasing, or even ambient occlusion) regardless of the game's settings.
This doesn't mean it'll do thing sbetter, in fact, most of the time it won't. You can't ask your videocard to put ambient occlusion in a game that simply can't support it. Even when you manage to put it in, you are forcing it, and the game engine might not be designed to pull it of, resulting in worse performance and instability.
PS: FXAA is not a bad AA. It is not as high quality as SMAA, but its is far more efficient. SMAA, if it is true SMAA should always murder your FPS, when FXAA only bitchslaps it. THAT's the reason most games don't support just SMAA, but combinations (FXAA, SMAA, standard AA). Here's some fast, recommended reading.
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