This is the #1 reason I don't play all that much anymore.
By a huge margin. |
I wasn't really a fan of the changes because more RNG = less player control. The medium/heavy tanks do shrug it off a good amount of the time from the front, though. Sometimes you just get boned by the RNG (which makes for shitty games).
This problem I think actually stems all the way back to SU85 and nothing more. Because Ost -has- to chase to get the SU85 vs engaging at a normal tank fighting distance, the grenades will usually be from behind and will usually work. Not chasing means the SU can plink away with its colossal range. Chasing means you get AT naded from the rear and then SU finishes. Lose/lose in that situation.
The reason this concept worked so well in CoH1 was that there were no uber range, high survivability, high damage AT units for Americans. Stickies existed to punish over extending and bad micro, but the game didn't demand that you over extend.
Fix the SU85 and return ATnade and Faust to reduced damage, 100% pen engine damage. Except maybe on heavies, make it 50% or 25% or something. Then you're back to the CoH1 system of only punishing overextension. |
The strafe is only really perhaps OP in big team games. One guy can just forgo getting any LMGs, not get a flamer HT, not worry about upgunning ACs, etc and just hold out for strafe spam. Or perhaps even more likely, you're seeing 2 people use it and alternating and assuming it's one guy who just keeps spamming it.
At that point, your best bet has already been demonstrated here - quad AA. It's not a guarantee but if they're that hard into it you're going to need to bring a counter.
You won't see strafe spam in 1v1 or 2v2 because it's a losing strategy. If you are losing to that in 1v1 or 2v2 you're just being outplayed. Each truck represents an absent squad and is killable by literally anything, and Ost not getting things like LMG or FHT is going to be struggling.
All that being said, I think it went from "game breaking" to "still really good" after the last nerf. It could maybe use a small cost increase to 150 or indirect nerf by changing AA mechanics to have higher % kill on each pass or something, but it's more or less good right now. |
This thread has devolved into pointless bickering, but I thought I'd bring up one interesting bit for anyone still unsure about the KV8.
When the best counter-argument is "it doesn't always insta-gib squads if you instantly retreat them upon contact", I think that alone speaks wonders. If the unit requires instant retreat or risk being wiped really fast, that's an issue.
Some units require retreating reasonably quickly to avoid getting wiped, like Ostwind, or are slower/take a while to close the distance to effective range, like Shock/PGren, but nothing comes close to the KV8.
Again, bad doctrine, bad faction, bad cost, whatever. None of it justifies a unit like that. Fixing the doctrine, fixing the faction, tweaking the costs will all come.
Nobody sane is saying "nerf KV8 but ignore any German OP stuff like MG42". This is a thread about KV8, so focus on that. |
Units laying mines definitely get EXP for the kills the mines made in CoH1. I think the only exception was the M8.
I'd like to see this re-added as well. |
There's really nothing to argue one way or another. It consistently gibs entire squads regardless of vet in the blink of an eye.
That's it - end of story.
It doesn't matter if it costs 4000 MP and 8000 fuel. It doesn't matter if it comes out at the 45 minute mark. It doesn't matter if it's 12CP.
This is Company of Heroes, where unit preservation and veterancy and combined arms are key. Anything that does what the KV8 does, with small exceptions for lucky artillery strikes, completely breaks that aspect of the game. |
As a mixed 1v1, 2v2 player I have to say I actually agree completely with GreenDevil for perhaps the first time ever. Playing as the Sovs or as the Ost this is always the experience - just one giant series of complete hard counters that if you don't partake in you will most likely lose.
Mixing AT with random gives skewed results. I hope any team with voice chat and experience could beat two randoms who likely haven't played at all together. If I'm doing AT with a friend I'll usually try a few variations because I feel I automatically have a "buffer" to play around with by virtue of much tighter communication / coordination. |
Let's not turn Snipers into VCOH Snipers - They were op as hell.
I've been toying around with what it would be like if snipers were made doctrinal. That could justify fixing some of their issues and letting them be powerful, because it could be limited in other ways based on the other abilities and whatnot.
Back OT: Yes, snipers should hit things reliably. It's the sole point of the expensive and fragile unit. |
It's a good thing we learned our lesson from this exact same bug in vCoH. |
Plz do not try to fix what is not broken. These super units (Elephant and ISU152) have many week points and can be countered with ease. Many Russian players ignore 152mm howitzer but it is great unit against pretty much everything including Elephant (esp with Vet 1 ability).
I'm not saying at all that they're uncounterable or that they don't have weaknesses. Just that they're not well designed (in my opinion obviously) and make for stagnant games.
Imagine if the KT in vCoH could fire halfway across the map. Snooze. Far, far less interesting, tactical, and fun than wading knee deep into the frontline and causing some action there. |