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As someone who plays mostly 3v3/4v4 I think that every faction has aspects which are unbalanced in a vacuum. Sometimes they are outright OP such the JLI issue a few months back.
On the whole though I think balance is in a good state, especially compared to how it has been in the past.
The main issues at the moment are the maxim is still in a weird place and not worth buying most of the time. You're better of stealing MG42s.
Light vehicles and (non premium) Mediums have a limited window of use in larger games as everyone tends to rush for panthers and the TDs to counter them.
Non doctrinal rocket artillery is vital in team games where blobbing is rampant. The USF and UKF can suffer heavily if they pick the wrong doctrine.
Conscripts seem to be more convoluted than ever with arguable results.
I'd say now that the main balance issues stem from the maps rather than the factions, as some maps lend themselves heavily to forward retreat points. Other maps are simply too small for 4v4.
Yeah you make some good points |
Tbh that is one of the worst possible builds I can think of. Even getting a 2nd sturmpio is relatively uncommon and off-meta.
Are you playing 4 v 4? Maybe it's possible in such game modes to spam sturmpioneers and be the designated team "repair guy", I dunno.
I do play quite a few 4v4 and 3v3.
My 4v4 rank is a lot higher compared to the others so i guess so |
Hey, so recently i've taken some advice from people who use the forums.
I put what was said to use and i now use penals (Before i only ever spammed cons).
Can you critisise my Early, Mid and late and tell me where i can improve?
Thanks a lot
Jay |
Axis isnt OP if SOV decides to go T1 and abuse penals....
But the maxim is a different story and is in need of a PROPER buff.... the issue here is a combination of a l2p issue and newbies playing with the underpowered aspect of the soviets (T2 core)... as said before... abuse crutch units and sov will have no problems
Cheers for advice and insight |
Replays and stating which game mode you play can give a better perspective about what your issues are.
Unless you check every single time the rank of your opponents after a match, it's hard to gauge if the match was balanced "skillwise". CELO is a nice tool to have if you want to know your opponents.
https://www.coh2.org/topic/84257/useful-interesting-threads-2-0
Cheers dude i['ll start posting some replays and i will take your advice, thanks! |
if u are serious here https://coh2db.com/stats/#120
it's outdated but it's something
both at nade and panzer faust snare and deal the same damage
both panther and kv1 will get snared after 1 at gun hit
all stock at gun deal the same damage with different reload and pen
jp4 has same range as su 85 but much worse pen for more armor
penal are still OP and the crutch unit for soviet with the t 70
2 t34 /76 can beat a panther and cost less fuel
mg 42 has same arc as vicker and mg34
sturmpio cost 300 mp cons cost 240, how do u get out spammed ?
Thanks for the info, i appreciate it.
And do you not see it? Players spamming Engineers? They will have like, 4 on the field, they wreck havoc |
I think this is a LTP issue. If this were true, you’d expect a 75%+ winrate for OKW and Ost on ladder, which you don’t see.
You can check out the winrate stats here:
https://www.coh2.org/news/92866/automatch-stats-factions-teams-and-maps#stat1v1
I would HIGHLY recommend trying out other factions. As Ost I thought USF was OP but then I played USF for a while and then I understood their weaknesses and was able to beat them
For Soviets, I love guard motor coordination tactics.
A t2 (maxim, ZiS and mortar building) start works great with this commander. PPSHs mean that your conscripts stay relevant, Gaurds can fight off light vehicles to protect conscripts,, the cannon loiter wreaks weak Ostheer squads, the KV 1 works amazing with SU 85, and the howitzer can be built if he camps.
As you can probably tell Soviets are all about combined arms. Zis barrage is great VS MGs and mortar flare gives great vision
This is my favorite commander because it emphasizes combined arms
Also, GET A T70 AS FAST AS YOU CAN. it absolutely wreaks face!
THanks dude i appreciate it! WIll take your advice |
Cons are fine into OST but pretty bad into OKW. Cons biggest thing is map presence but OKW has similar map presence early and cons trade terribly into volks and sturms. Id recommend a T1 start against OKW with penals and scout car.
I always did penals, but how can you cope with less map presence and high replenishment costs?
Would 3 penals, and 2 cons work well?
ANd with the penals shall i make the AT or keep them on fighting infantry and call in guards? |
Just L2P issue. This topic looks as one big trolling thing. I am playing mostly for SU and OST. Mostly for SU.
Volks have snare like ALL baseline infantry in-game (besides brits). ANd if yo play 400+ hours in game you may be noticed that faust can: kill soldier who shoot if enemy armor in point-blank, it can hit to ground instead vehicle. All at-nades don't have such weak sides.
Panther need only 1 hit from AT to become snared (the same issue with kv1 - 1 shot + snare). Only super heavies need 2 shots + snare.
Pgrens are good, but also expensive to become mainline infantry - they are elite infantry.
Raketenwerfer - and which armor you will see in start of game? M3 and UC? Sometimes USF mechanized. But in any other situations no one build it from start of game. Also it have only 55 range instead of 60.
Pak40 - i have very bad news for you- it deals the same damage as zis, raketen, brit and usf AT-gun - 160 damage per shot.
Jagdpanzer - problems with flanking?
Tank hunter doc - penals+1-2 cons with ptrs. All what you need. With ptrs you get free access to AT-nades. 2 cons could almost kill p4, if you throw all 12 nades on it, only need couple shots from ptrs to finish it. T-34 ram + il-2 PTAB or cons (they still have Hoora!) with nades. L2P issue.
SU-76 - why i don't amaze that prey runs from hunter? SU-76 is hardcounter against any LV (against puma could be troubles if it catch you).
SU-85 - L2P issue, don't rush, have near snares or at-guns to cover from flanking tanks. It have 60 range. Only AT-guns have the same range. No any stock OST armor unit don't have 60 range (stug have 50). It pens any stock OST unit. You need only snares to defend it.
Each faction have unique design. SU don't have bunkers at all. OKW flaks can be decrewed and used against their former comrades (and cost fuel). UKF have only trenches. OST mg-bunker got huge vision nerf with this patch. Even before patch - 1 AT-gun and it will die pretty quick, or 1 satchel. Don't forget smoke from mortar.
They cost more than any allies medium. And you AT-guns still hardcounter them. Especially OKW P4 (140 fuel). For 1 OST p4 you can build t-3485 if choose doc that beat p4 1vs1 in any engagement. If you lose 3 t-3476 against 1 panther - L2P issue. Use ram and 2 other will kill panther from rear armor . You even can use 2-nd t-3476 for ram when panther will start moving to not give P5 any chanes to eascape. 3 t3476 always kill 1 P5.
Looks like someone don't learned enough good geometry in school. Not 360 (full circle), not even 180. MG-42 have or 140 or 120. Lesser than 180 (half of circle) . Snipers, M3, mortars, hoora. All this works against Mg-42. SMoke!
SturmPio really good only in early game, when they could deal tons of damage. Play T1 or SVT-cons against OKW and you will save you nerves. They still very expensive unit. On cqc maps use airborne doc and penals with ppsh. They will shred any stupid sturmpio in cqc. Or use SHOCKS - kings of cqc maps and battles.
This is purely my perspective as a main SU player.
In 1vs1 you have all tools to win. Use brain, use covers, never stay in red cover, use hoora to run from sturmpio or pgrens, don't fight 1 sqaud against 2, always try keep you squads together (prefer in some distance), use leading squad which will be looking to any MG-42 ahead to save comrades behind from suppresion, place demos in bushes or behind buildings.
Have problems with commanders? 2 Old schools, always working choices - t-3485+guard commander and is-2 with shocks. 3-rd commander on your choice, but i prefer Airborne.
You made me realise a lot, more so my lack of usage of abilities correctly. I massively appreciate what you said, thanks.
When i play i normally go pure conscripts. 4 Cons, 2 guards, 1 KV, 1 SU, MG and maybe a mortar. I almost never ever build AT guns. Maybe i will change up |