No one appreciates my creativity, and for the 2nd time I am not Russian. Conscripts have the same health as grenadier and they only have 2 extra models which are very easy to kill. German infantry are only vulnerable when there is a sniper on the field, if anything one can argue Soviet infantry are more vulnerable then German infantry. This combat is NOWHERE near vcoh between rifleman and grenadiers what game are you playing? Soviets should have an armor upgrade conscripts are the main infantry unit you will be using and they are terrible in that role, unlike grenadiers due to their superior durability and lmgs.
giving the conscripts an armor upgrade would be a mistake! they have more hp and more abilities, giving the conscripts an armor upgrade would make them a lot more superior than a grenadier squad. the problem with their survival is, as that i mentioned before is how the the grenadier lmg slaughters them. just so you know the riflemen in vcoh also die easily, they have 55 hp per man compared to a grenadiers 80 hp per man.
the only other problems are that conscripts have can't kill support teams and that they have to pay for their abilities. if they aren't killing fast enough it's not because of their dps. their dps is fine, it's their accuracy that's is terrible.
i don't appreciate your creativity because you are wrong in many aspects, and i have not called you a russian at all. |
you are being mad about conscripts 1 armor being inferior to the german 1.5 armor? have you forgotten that a conscript squad has more hp and more men than a grenadier squad. so, the grenadiers are more vulnerable than a conscript squad. i think this perfect since it's the same way between riflemen and grenadiers in vcoh AS IT SHOULD BE. usually the soviet casualties are like 1.5 higher than the germans, just like american casualties to the germans in vcoh, and in real life 1944. it's not a 4:1 ratio unless the soviet player made some serious mistakes.
the only real problem is, that grenadiers have an lmg that totally decimates conscript squads, while the conscripts does not have the same kind of upgrade. other than that, things are fine.
i think relic interpreted the red army perfectly when comparing it to the german army. soviet troops are generally weaker but they have a large arsenal of anti infantry weapons. soviets should NOT have an armor upgrade. |
Another fake account.
FYI, HMGs are meant to counter infantry.
Try not approaching INSIDE the arc.
http://www.coh2.org/ladders/playercard/steamid/76561197971504192
if this is really your stats, then whatever you say does not mean anything. |
not sure why they changed the 2 trees doctrine selection, which was just more interesting since it gave an additional choice after choosing the doctrine.
What I really see as doctrine conception failure in COH2, is the fact that late game tanks cost fuel which forces you to not spend too much fuel if you want you tiger/85/elephantz/ISU which is boring. Should cost no fuel but come later CP wise IMHO
i think it's good that the heavy tanks cost fuel, because it doesn't make sense when a player keeps calling in tiger tanks when they have no map control, making the shermans seem like a luxury when it's the other way around. i didn't like how when the tiger is somehow cheaper than the sherman because it cost no fuel. |
unit preservation sucked for both sides, had 4 elefants in one match. game was long. infantry was turned into cannon fodder for the vp late game.
100+ kills and 3 vehicle kills on my panzerwerfer |
every time i get to late game in every match, i always have a lot of doctrine points that reached into the 10s without any abilities to use them with. it's cool to keep progressing during a match to unlock more abilities but there are only 5. so i think that it would be a good idea to be able to use 2 doctrines in one match.
like after the player get up to 6 points they could chose another doctrine. the abilities in the doctrine will have the same required points to unlock +6.
there should also be late game level 2 doctrines. they are doctrines that you can only unlock after 6 points. these doctrines would have OP abilities to help make a game end to a conclusion. the players would decide if they want to replace their current doctrines with a level 2 doctrine in the main menu before a match starts. for example, since you can only have 3 doctrines to select from in one match, you can either have in your selection.
one level 1 doctrine and two level 2 doctrines, or two level 1 doctrine and 1 level 2 doctrine.
if this is going to work some other things would need to be nerfed mainly the strafing run, and the opelz, even without my suggestions they still need to be nerfed. |
is it just one map? or will there be more tomorrow? |
the mg42 suppresses squads with only one burst, with the bulletin it suppresses and pins in one burst. i don't know where you get the idea that it suppresses in two. |
It's pretty ridiculous now, especially with some of the unit costs already being detrimental. Shall I pick one PG squad that will get annihilated by a molotov and struggle to kill anything because of weak inf weapons, or shall I have a tank.
Now I've finally saved up enough fuel for a doctrine unit, let me just kamikaze half my army so I can actually produce it.
COH1 had 125, this has 100 and everything is more expensive. Not helped by the fact that capping points doesn't effect the popcap anyway. In general it's pretty ridiculous. One or two extra points I can understand, but doubling some, and 50% to most of them, is insanity.
Kirsk this aint.
you're wrong everywhere, vcoh did not have 125 population it has less than 100 in all games ive played. with 1v1s barely hitting 80 when you have all the map capped. |
ok, the last balance patch was heading to the right direction, but the t34 still need some tweaking. there penetration is still very low at 80, and since panzer IVs have 160 armor, it disappoints me to learn that t34s only have a 50 pct chance to penetrate the panzer IVs armor. the panzer IVs can also retreat just as fast as a t34 can advance so that kind of rules out the flanking, and t34 rounds sometimes bounce of the panthers rear, isn't that odd? in real life the panther has less rear armor than the panzer IV, and it should feel vulnerable when getting hit on the rear. therefore the t34 should have it's penetration increased to 100.
su85s still need an armor reduction.
concerning population most people were angry with this but i understand why relics increased population for vehicles, but i'm a bit skeptical about the population for heavy tanks and they may need a little reduction, 22 seems best for tiger and is2, 24 for the rest of the beasts. the t34 population should be changed to 9, they are not worth half a panzer IV in terms of performance even with the suggested buffs.
what really bothers me about the population is the population for pioneers and engineers, they are both at 6 pop which doesn't make sense considering they are not good combat units that are 4 men each. having 4 combat units with 6 pop is only acceptable to grenadiers and german weapon teams because they needed to have higher popcap to compensate for the high soviet upkeep.
AT guns are a freaking 9 population, that's just as high as most tanks! they also need a price reduction for they also cost a lot more than most tanks as well, and the guns performs the same as any other medium tanks with the same damage and penetration values, without the mobility. AT guns population should be reduced to 7.
360 mp for a PAK gun
320 mp for a panzer IV
360 mp for zis
320 mp for su85s, or flame tanks.
make the guns 300 mp eh? |