problem is flanking squads arent doing enough dps to force retreats, there isnt that infantry lethality anymore, but if we complain about this, relic will buff it to the heavens then it becomes a new problem. mosin nagants and kar98 feels like pea shooters at close up, compared to coh1 where riflemen were deadly upclose and can send support teams packing the moment they close in.
buildings are a whole new problem on their own, building counters are largely finicky, sometimes it works, sometimes it doesnt.
molotovs are great as a counter, if they get close enough but suffers the same issue as infantry dps, it isnt as powerful as say, rifle grenades due to low impact power, very long windup leading to easy dodges. when it does land, it relies on luck, sometimes insta killing a model, more often, it just does nothing but forces a packup and move order and beautiful animation.
comparing all these to riflemen, which had killing power, delivered on a mobile platform and combined with a unit that is worth spamming because of good scaling options, bars + vets. they can hold mg42 spam with good micro.
whereas conscripts, while superior in mobility, their upgrades just plain suck, building 4 conscripts is a surefire tactic to losing, they do not have a general dps boost later on, molotov is just lacking.
and to the dev who replied, i suggest u relook penals and make them into something thats worth their cost and upkeep. |
pin on retreat? not the problem here. replays to show how nonsensical strafes are.
http://www.coh2.org/replays/5293/how-to-deal-with-strafes. |
you cant. |
remove ram and make t34 a proper medium tank, it was after all armed with a proper gun and had effective sloped armor.
some of us dont care for ram because it is effectively a suicide move that german tanks can pull back and retreat away from while the t34 is stucked with a destroyed engine, not worth it for that 95 fuel.
in fact, p4 and t34 should come out close like shermans vs p4 back in coh1 and winning the engagement should come down to amount of support either side has.
right now, the t34 is relegated into the light tank role in the soviet arsenal while costing the same as a medium tank. something i find extremely ridiculous, basically doing what the t70 is supposed to do.
lastly, 160dmg for any tanks rounds are too damaging, considering the health of tanks. tigers/IS-2 should do 140dmg per shot. su-85 and panthers should do only 110dmg and medium tanks should do 90. elefants and ISU-152 are in leagues of their own and taking their range into account they should also only do about 120 per shot or so. because tanks are so expensive in game, there's a limit to how lethal they are to each other, superiority of tanks should boil down to penetration values and armor values. give tanks a chance to retreat rather than getting taken out in 3-4shots.
the mechanic of tank fire on infantry is extremely finicky, it all boils down to luck right now due to AOE and what not, basically all tank shots miss their infantry targets, but rely on splash to kill infantry, to the point where sometimes becomes too effective when troops are clumped up or doing nothing in 4-5 shots because AOE didnt kick in. |
soviets on the defensive are extremely vulnerable to artillery strikes because they depend alot on support units and infantry plus su85. therefore, if there's a problem with su-85s and a whole lot of other supporting infantry, panzerwerfers or field artillery are great at softening them up before u rush in with tanks and infantry.
same with ZiS, although they may be a 6man squad, constant artillery fire will ultimately destroy them.
apart from this, relic needs to pull their head out of their asses asap and reassess unit and ability costs. not all elite infantry and AT guns should be priced at 360mp. |
Molotov seems to somehow screw with pathing.
Infantry is not responsive to move out of it.
Oorahing into Molotov range is something so retarded it should be punished severely on the approach through the open without cover.
i dont think its just the molotovs, infantry are generally not responsive to move orders in combat, they tend to jump all over the place, i suspect its the auto cover seeking mechanic spazzing out again. |
Thread: LMG-4222 Jun 2013, 02:30 AM
pretty much spot on, german infantry do get pretty powerful once upgrades and vet comes into play. however, at 60munitions, its an upgrade best left for mid game when u have enough munitions to get more than 1 LMG.
while it cuts mobility, it is soviet infantry that have to move to win engagements(throw tovs and nade), not the grenadiers. just keep them in cover and at long range and the LMG will shred everything since it outdps at all ranges.
also it does quite a number on elite infantry too. btw do guards and shocktroopers have oorah? |
agreed and insta wiped many squads with it, but if it was nerfed to be just a bunker buster/make shift anti tank, then they would need some anti infantry abilities to compensate.
PG nades does almost the same for on a 1 sec timer and has a longer throw range. beefed up rifle grenades now detonate on impact, does very good damage and has a very long throw range. |
i sure hope that they look into it, relic has been pretty liberal with portraying the fatherland armor lately and did nothing to it during close beta. |
Bottom line, RAM has counters, if you don't try to learn them and use them you should loose, panthers have counters, if you don't learn them /use them you should loose.
@talafron, YES and ability you choose to use SHOULD HELP YOU, grenades help, the healing vet 1 ability helps, placing mines (though not technically an ability) helps, firing your panzerwerfer into the fog of war helps.
Why on earth should an ability you need to activate NOT help you???
P.S. i don't think anyone here would mind if you lached on a 50 munis or what ever cost to it.
wait, ram is not free, it has a potential risk of 285/75 cost to it. if u cant take out an immobilized t34 as a german, you are severely lacking in the anti tank department, and i mean SEVERELY and you should start looking into that instead. either that or you over extended ur tank and was rammed away from infantry support.
next up, panthers/elefants/deutsche stahl are a problem on their own and deserve another thread, i would love to hear counters to elefants or panthers with smoke canisters. |