MG: you don´t "spam" MG. You just use 1 to support your army instead of going full gren spam.
Spreading: sometimes slower, is faster. If you spread too thin early game, you might not be able to fight against similar MP army on one side meaning you are going to retreat losing staying power.
I have never seeing the germans (besides Assault Grens) as a heavy harrasing faction, in the sense of multiple flanking attacks (early game).
What makes you think I spam MGs? Even if you make one that MG would just end up being useless against scout cars. It's a lot easier to lose them then actually make full use of them, and they are alot more durable in Soviet hands, which is why you see players going for gren spam so often.
Either way it still doesn't change the problem. M3 kill some infantry, then it retreats, gets repaired and come back, tying up a more MP army from advancing.
It doesn't matter if I don't spread too thin either, the scout car will just fuck it up as usual. You can try to tactially move your way through without spreading too far and the car will still do it's damage. As I said before, there is no counter till t2. |
Oh and Motomoto, if you really wonder if there are balance issues, try playing Germans for 10 games in a row, see how you fare. If you're winning all of those, then maybe you have a point. But more importantly, playing the Germans is a great way to get better at Soviets (and vice versa).
It may seem like he has a point but it may also just indicate that he's better with Germans. |
Did it ever occur to you maybe there is something wrong with your play style that made you lose so many times in a row? |
The soviet faction is not unfinished.
This is never going to happen. Sorry, but just because you want soviets to be a copy of amerincans in Vcoh doesn't mean soviet are unfinished.
T-70 is better againts INF than the t-34. Its good if you have a map control advantage and you can finish the game off fairly quickly.
The Soviet faction doesn't need to be a copy of the Americans, I just perfer it not to be a gimmicky, poorly designed faction. Also, Relic made the Soviet faction more American than I wanted it to be, like being forced to pay for your grenades. That's there simply because the Americans did it, not because it's a good idea.
T70 is good against infantry, but using it means that it you were already winning in the early game because you are confident that the enemy doesn't have any AT. T34 also does a great job against infantry anyways. It's a more durable tank that can kill more infantry per shot anyways right?
In my post I didn't say the T70 was shit. I already made my point which you apparently ignored. |
"Solutions": not worth to answer since we all know at this stage is strange to see a unit swap from tiers.
Problem M3:
Cover - don´t chase M3.
Houses - there´s no flamer till 60muni
MG - that´s how you stop an M3.
Faust - don´t faust unless you are sure you can kill it or you have something to follow it up.
Spreading - that´s the worst thing you can do against it.
Cover and Houses =/= territory.
Spreading: Which you should do to gain territory in Company of Heroes. Normally the way I grab territory is have a couple units moving forward to grab territory when I have a weapon protecting them. However, with the M3 scout car I don't have that weapon to protect them other than the panzerfaust which all it can do is prevent immediate squad wipes but the problem of dueling with the car and losing manpower is still there, even when the unit is in cover.
MG: I already gave a reason why that's not a good counter.
Even the M3 stays and do nothing it can potentially tie down a much bigger force because of it's dps and mobility. Think about it, if the Germans tries to advance at all the M3 will just back out and dps them forcing the Germans to retreat while the M3 just gets repaired. The presence of the M3 just prevents a sizable Germans from advancing and as you said before spreading is the worst thing you can do against it, so there is no harassing from the German side. |
Nice post, but unfortunately nobody is listening. There's no way Relic will make such changes any more, the only thing that is going to happen are minor balance changes and they will be few and far between.
All Relic needs to do is switch the units around the tiers then make slight balancing adjustments. Relic did move units around Tiers before, do you remember that the Elefant and the Tiger used to be in T4 buildings? and the Panzerwerfer used to be T3? The past shows that they are able to make the adjustments.
The Soviet Faction is unfinished and Relic completely abandoned them either because they don't know what to do with it, or they are completely satisfied with the faction ( which they shouldn't be)hence I am giving them ideas to improve and fix the faction. |
Problem: M3 Scout Cars
I found that having a mobile, high dps scout car, that can carry troops and arrive right when the game starts to be a problem in this game. It's one of the reasons I didn't like the British factions because of the bren carrier that rips infantry to shreds.
The Soviet M3 Scout car comes out too early because the Germans don't have a decent counter until t2, which takes a while when German players are constantly losing manpower while they're waiting for it. Even when the Germans get their own scout cars the Soviet players can bring in guards or conscripts that could put an immediate stop to it. T1 Germans isn't sufficient enough to take on the M3, they can only hold it off while suffering heavy casualties. It's easy to kite away from panzerfausts, and even if the M3 get's hit by a panzerfaust it still limps away killing pursuing grenadier because the gun is very powerful.
MGs are easily flanked by a M3 even after the patch. You can simply back away while suffering light damage then go around the firing range and flank it. It takes a bunch of grenadiers covering the MG to protect it, and even then it still makes it impossible for the Germans to advance because the MG is constantly setting up while the M3 is backing away from the Grenadiers so the MG cannot fire at the M3 at all. It's no wonder why Gren Spam is so common.
Problem: T70
Since the T70 comes out the same building as the T34 there aren't many reasons to get a T70. The only reason to get a T70 is because it comes out slightly faster, and that it does consistant damage to infantry unlike the T34 that either miss completely or kills most of the squad. The problem with the T70 is that there is only a narrow window of opportunity to use it before a Panzer IV comes out and kills it. That's if both players are on equal fuel income.
It's only really good when you already took full map control from the enemy and do decent enough damage that the enemy couldn't afford good AT, but it seems a bit cheesy and a T34 can do just as well.
Problem: Soviet Snipers
This one's already obvious I've talked about this A LOT.
Soviet Heavy tanks:
This has been talked about many forum users already come up with good solutions.
Solution Early Game:
In order to fix most of these problems the Tech patterns have to be changed with the Soviet faction. What The T70 and the M3 really is, two inferior versions of the big ones. The T34 is the all better choice than the T70 while the M2 is the better choice over the M3 once it's obtainable.
Also for these changes it would be better if the Soviet Faction would start with the same amount of resources as the Germans.
T2 for the Soviet Faction should turn into T1, and the cost of the building should also cost the same as the German T1 building. This would put the factions into a better equal footing, and retain some asymmetry as well. Penal squads should be moved into this building as well.
The new T2 building should cost 200 manpower and 60 fuel (If this is not good put in your own suggestion.) This building should have the sniper (One man please.) The M3 scout car should also come out of this building, you can even allow the sniper to get back in the car again because at this point the Germans should already have a counter. The T70 should also be placed in this building, but the T70s armor should become inferior. In real life it's a tiny deathtrap with thin armor that moves just as fast as a T34, even the Soviet generals are still wondering why they were still building it.
The T70 should have less armor so the German Scout car has a chance to defeat the T70 because the T70 comes out a lot earlier. Less armor doesn't mean less health, A German Pak Gun would still kill the thing in two shots. The T70 should also cost around the same as the German Scout Car. I think this change is reasonable.
Just like the American motor pool, The Soviet faction does not need to build the T2 building to get to T3 or T4 and the Soviet faction can skip T1 to go straight to T2.
Solution Late Game
As before the Soviet faction can choose to go either T3 or T4, however, with small changes. The T3 building should have the SU85, T34/76, and the M2 Halftrack. The T34/76 tank provides anti infantry while the SU85 provides anti tank power. The T4 building should have the T34/85 tank, the SU76 tank, and the Katyusha.
The Doctrines that contain the T34/85 should replaced with an ability can calls in two T34s that cost the same as two T34/76s, but you can get the chance of getting either one T34/76 and one T34/85 or two T34/85 or two T34/76s.
The T34 cost and performance should not be so close to the Panzer IV because the only difference is the Panzer IV is a little luckier with RNG. I don't know if the penetration profiles work at all because the Panzer IV rounds sometimes bounce off the T34 and point blank range. I thought it's supposed to be like higher penetration at close ranges but it just doesn't seem like range makes a difference. It just seems like whatever range you're in RNG will just determine the outcome you're just a little bit luckier with the Panzer IV. I think it would be better if players can make better estimations to which tank can triumph the other, like a T34/76 being a lot weaker to the Panzer IV but the T34 should be around 260 mp and 80 fuel. The player knows it will be a bad idea to engage the Panzer IV with only one T34 so he waits for another one. The Panzer IV will be able to penetrate the T34 at all ranges but the T34 gets a 90 pct of penetration on the front at point blank range, but 50 pct from afar. Something like that. Also the T34's damage should be reduced to 140. This way the Panzer IV user will be trying to keep his range but the T34 user will try to get closer and since the T34 is noticably cheaper the Soviet player will not miss his T34 as much when it get's destroyed. |
The problem never was the 4 men squads. How often were 4 men grenadiers wiped out in vCoH?
The problem is the poor design of the Soviet faction.
The problem is that Soviet mines does 100 percent damage all around it's blast radius. It doesn't matter if the German squads have more men which would only decrease the amount of squad wipes. The Soviet mine will kill any infantry that touches it and that itself is a big problem.
The problem is the Soviet sniper having 2 men, have sprint and that infantry hop around when being shot at by a sniper.
The problem is Soviet heavy tanks has too large splash damage. When Heavy tanks inflict a lot of damage the splash damage around it decreases depending how far the unit is away from the impact, I the damage around it should decrease more sharply.
Bad AI, for some reason Relic programmed squads so that if any squad member falls behind a little the rest of the squad should wait until that squad member reaches the squad. This results in units bunching up more often and units randomly stopping for a few seconds while they're on the move. This kind of program wasn't in vCoH and squads are able to stick together nicely without bunching up so much. This new squad AI they put into CoH2 is unnecessary and only made the game worse. |
Relic reduced Ostruppen damage back to 8 for some reason, I don't know why Relic feels like lowering their damage. |
No, CoH2 didn't get any more players from the last free to play weekend, it's not going to get much from being free to play for good.
Also, imagine how many micro transaction items Relic would have to make and sell just to make money off this game? It's not going to be a good long term investment.
The only thing Relic can do is make the gameplay better, by fixing the broken unfinished factions, and reduce the impact of RNG. Then hopefully, the popularity goes up. |