Nobody wants this game to be either of those things. Some people, like me, just want this to be an authentic WW2 RTS game. Which is what Relic sold us to begin with and are now planning on turning into a fantasy RTS.
Wait until Relic releases modding support. We'll get your 'realistic' RTS up and running. Hell, I'm working on a vCoH mod that's noting the ballistics of everything from the M1911A1 to the BL-10 152mm howitzer, armor thicknesses (in actual numbers, not the Blitzkrieg mod style "dis armor bounces everything!" stats), spalling, and so on, all in anal detail. The base game was never about uber realism, this was the case even in vCoH. |
So this is why they won't let the modding community do anything.
A slap in the face to old vCoH fans, having to pay $20 for the new factions after they nickel and dime us and make us buy DLC to access the full content we should have gotten when we bought a full-priced triple-A title. Blech. My money is no longer available. |
I think we need to rename 2 units. Pioneers need to be renamed Combat Pioneers. Combat Engineers need to be renamed to Engineers. Seems more in line with their roles
People also keep saying you need 2x cons to beat 1x gren. This idea is fine, but why does it take 480mp to beat 240mp? If soviets need 2 units to beat 1, the units needs to be made cheaper. This also encourages "spam" which German players seem to keep complaining about. As it stands now, it feels like early game Soviets can build as many conscripts as Germans build grenadiers (due to the reduced starting mp) but Germans get T1 including in that and will apparently win because Soviets need twice as many units.
Because, like, all Soviet infantry, weapons, and tactics were inferior to German supertech and ubermensch soldaten ( even if less than 50% of all Heer infantry units were considered angriff bereit (lit. "attack ready"), or combat fit, in time for Operation Barbarossa )! The Soviets needed to expend so much manpower in order to achieve tactical and strategic goals, that this needs to be represented in game as well as their losing streak all the way up to the gates of Moscow.
/sarcasm off
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What I don't get is how us Soviet players are expected to put up with gimped infantry that don't do enough damage to ward off Axis infantry, and then the ubermensch turbo-charged Panther hordes that have always had team games held by the balls. |
^There is no God (or balance). |
Before patch was in team games 70-80% Germans. And now? 90% germans waiting for game?
thats because the germans are playable again. sorry to say this but there is alot of hate towards russia right now in the world.
I'm sorry, do you even effing maths?! 70-80% of the playerbase chose to play as Germany before the patch, now that's up to 90%. Let me say it again. 70-80% of the playerbase wanted to play as the GERMANS. Gamers are not fair, by and large, and do not want a challenge--that 80% can't be from chivalrous players wanting to avoid Soviet EZmode in team games.
With the faction choice sitting at 9:1 in favor of the Germans, please tell me how this is balanced and that we need to "L2P".
I'm getting my ass kicked around by terrible players because Soviet units just aren't fking cutting the mustard anymore. I witnessed a Grenadier standing out of cover smoking two Penals in green cover at long range. Ooooh, Penals are supposed to be meh at long range. So, you're supposed to sit out of cover and beat them then?
Yes, I can work with Cons, Maxims, Mortars, ZiS guns, Snipers, and flanking Engies with flamers. That's a lot more effing work and micro than Gren > Gren > Gren > MG42 > PG > PG > PG > PG > Jaeger Doc > G43s for everyone! > Pantherzzzzzz. |
From the few games I've played tonight (team games, mind you), I gather that Conspam/Maxim spam supported by a mass of ZiS guns and T-34s is about all you can do.
Panzergrenadiers absolutely roll everything in their path, yeah sure you can force them to retreat, but not until they've marched up to a few Cons in cover and nuked one with a derp grenade before gunning the rest down. These things eat shocks, cons, guards, anything that's on legs if it stands in front of them. Of course, PGs can equip Shrecks, so nothing has stopped EVERY player I've played tonight (6 games, a 3v3 and 5 4v4s) from building anywhere from 3 to 7 PGs and decking them out with G43s, Shrecks, and Ambush camo. Then they roll out nothing but panthers in short order, because it's pretty much impossible to dislodge them without having 9 squads of infantry on hand, arty out before your T3 is up, or the PGs fighting over kills and accidentally shooting each other.
Penals are...well, even at point blank with a flamer attached, they're not much to get excited about. They're better than Cons on paper, but because trying to close with the enemy is suicide (for the Soviets), their short range advantage really isn't all that useful. They also, still, lack any utility.
With the changes to grenades, the Gren's rifle grenade is basically an "F U" button to anything on legs--crew weapons are left with ~3 men or wiped out entirely.
Guards...well, I called them in a few times and even gave them DPs, and they managed to kill maybe two men before having to GTFO. Again, Grenadiers and PGs are able to simply march up to them and unload their weapons into the Guards' faces with minimal effort.
Guarding a sniper, or pair of them, can work, but they don't fire fast enough to cover your infantry, which quickly get the snot beaten out of them by hordes of Grenadiers and MG42s.
Quite a few players have told me that I'm just terrible etc etc, maybe that's the case (I'm sick as a dog for the third week in a row now), but when someone can charge four Grenadiers into a trio of Maxims and come out on top, something is off. |
Strat of the hour: spam nothing but Panzer Grenadiers and Panthers. Oh, and PGs, of course, have the best short and mid DPS in the game, and decent long range DPS. Vet PPSh Cons get crapped on by Pioneers now, this is just hilarious. And Penals and their SVTs are only of questionable worth. Maxims get rushed and don't seem to be suppressing troops before getting ripped apart (more towards small arms being lethal than the Maxim supposedly getting changed--I know it wasn't modified.) |
Aw man. I'll never get my hands clean after fapping to that.
Gustaaaaaaaaaaaa. |
pe and wher mashed? They have less things then they had in coh1 and Sovs have abilites that wher and pe had that Germans no longer have.
Inc barrage and inc nades were some of the best. Instead they get the booty british rifle grenades. Fallshimjagers gone, in comes irregulars. Kch gone but in comes 6 man kch in soviet uniforms. Tank hunters gone, but now Sovs have tank hunters.
Instead of the pak 88 Germans get the inferior 17 pounder. Goliaths gone. Demo charges gone but Sovs still have them. Pe fhq plus heal gone, but Sovs have it and can reinforce from it. Sov have pe booby traps. Sov have ftfl, Germans don't anymore.
Sovs have german repair bunkers. Sovs have a watered down form of forced retreat, Germans lose it. With the exception of sector arty, I cant think of one other benefit that Pe had that
Germans now get, especially considering the things they lost from coh1, most of which found their way to the Sov army. The only thing new for germans, is the elephant and air support, and smoke. Ostruppen are watered down volks. Pgs are grens. All that is a sucky trade off for what they lost.
I was thinking towards teching and units; the 222, Panzergrenadiers, the 250 HT and the MHT.
Your post was basically what I was going to follow up with. CoH2 re-uses too many of vCoH's abilities (an overconcentration of abilities, considering the fact that they're used within 2 factions rather than 4) in an iffy fashion. |