The snipers are fine.
Vet 1 Ostheer 1 shots Soviet Sniper teams. Provided you're using the sniper properly (killing CEs for higher exp gain) Vet 1 isn't hard. Don't forget that Soviet Snipers mean there will (probably) not be Mortars, MGs or ZiS, or in the event those show up they've shot themselves in the foot when it comes to tank production.
You can use all of that information to your advantage.
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Thread: Ostheer Sniper vs Soviet Sniper17 Jun 2013, 23:27 PM
In: COH2 Balance |
Thread: The New 88 Kinda Sucks17 Jun 2013, 23:23 PM
It does not suck. It costs only 480 MP, instantly destroys the engine on rear shots and takes minimal amount of hits to kill the IS-2 in comparison to just about anything else. The Elefant is the only other thing that even compares and it is many times more expensive. If anything, I would like to see the Pak-43's pop cost go down. Don't forget Railroad Artillery, the 2nd most powerful artillery ability in the game. In: COH2 Balance |
Thread: damage vs early bunkers17 Jun 2013, 23:20 PM
I personally would like Command Bunkers to be capturable. As for the other two, a single ZiS Field Gun is often enough to deal with them outright. In: COH2 Balance |
Thread: 5 things that are destroying balance right now17 Jun 2013, 23:17 PM
Id add to this list Ostheers almost complete lack of unit based indirect fire/artillery options, as compared to Soviets. Are you saying this in regards to SU-76 and ZiS Field Gun? In: COH2 Balance |
Thread: 4 things that would make CoH2 instantly better17 Jun 2013, 23:11 PM
I'm not sure what part of your post is addressed to me and what part is just describing overall Relic RTS competitive gameplay, which I'm somewhat introduced to from other Relic games (dawn of war 1&2 series) so I'll just sort of comment on your post, if that's alright. The type of player I am makes or should make no difference, as I've spent far less than 100 hours on CoH1. Instead, I've played DoW 1&2, and was only introduced to CoH1 within a year before it was moved to Steam servers. Far too late to enter the competitive scene, and frankly the game itself seemed dated. As the playerbase at this point had devolved into two camps; the raging teens who talked smack in every "automatch game" win or lose, and the ones who either described themselves as competitive, or actually happened to be on that level. I had -some- fun, I'll admit, but this is largely due to my fascination and interest in WW2, not the gameplay itself. To me, CoH2 is much closer to DoW 2 than it is to CoH1, save for the theme and context of thereof. MG42s take a while to suppress in CoH1, compared to CoH2 for example, Pumas are rather heftily armored but don't "feel" as good as the SdKfz 221. You can watch it shoot for a while and do negligible damage. I'm not a huge fan of Rock Paper Scissors balancing, because that takes away from the WW2 theme, in my opinion. In addition, the MG42s on Panthers in CoH1 felt like frivolous decoration, in CoH2 they feel like they're serving a purpose. Now to answer the question of what type of player I am, I have in the zone of 5000 hours of DoW 2, and along the lines of another 1800 hours on DoW 1 series. I would describe myself as unrelenting, and I love discovering and "exploiting" facets of gameplay I strive to discover. I wish to make a game my own, to have my own style that makes casters go "What, why'd he do that? That makes no sense.." To me, CoH2 gives this opportunity, CoH1 did not. While I appreciate the competitive challenge of 1v1, my heart truly lies in 2v2, though I am trying my best to immerse myself more fully in 1v1s, despite the gametype feeling "snowbally" in comparison. I disagree that a Panther only serves a specialist function in 1v1, I feel that decisions of that calibre are made much more often in 2v2s, atleast in CoH2. It's a shame that most of the casts, though understandably, are of scrub bashing due to the lesser amount of people as of yet playing the game on automatches. Anyway, as for what you said about V1s turning the tide or indeed ending a game outright, sure. But that doesn't take away the "Yeah seen it 50 times" feel. Yes, you killed something critical, but it -was- a V1. It was a nuke, the most powerful one infact, you -expect- it to be doing critical damage. Blizzards, ice and the sort add obstacles, it's not just a playing field with tanks, infantry and artillery going at it, a single squad of infantry can make a huge difference. Your units that you've invested in can play a huge role. It's not -just- micro, there's elements of surprize aswell. A Panther in 1v1 can make a huge difference. But what if it showed up in a blizzard, and in your base? You missed it because of the blizzard, and now you have to retreat to deal with it. Maybe it's vet 1 by the time you get there and it gallops into the sunset at your return, and now his army is eagerly taking back the territory you were holding. V1s are end-game nukes, you hear them coming and you have the time to go "Oh for crying out loud." PGrens sitting in stealth, just waiting, then when they see the tank stop a lone "Grenata!" rings out, and the Soviet checks his infantry. Nothing. Wait, where's my tank? In: COH2 Gameplay |
Thread: Rifle Nades17 Jun 2013, 22:45 PM
I looked to see if anyone made this topic yet, but nothing. If one pays any attention to squad chatter, the voice of "Grenade!!" gives away the Rifle Grenade up to 3-4 seconds before it hits. This provides ample time to dodge. My -only- gripe about the Rifle Grenade is that it bugs out regularly, disallowing any form of micro. Once you click that ability, and a location, you cannot cancel or you lose the 20 munitions aswell as the cooldown on the spot. In: COH2 Balance |
Thread: 5 things that are destroying balance right now17 Jun 2013, 22:38 PM
It is not just odd, it is quite rediculous, yes the ostwind costs more but it does a good job vs infantry, light tanks such as the t70. and a Really good job vs all vehicles/aircraft. 2-3 Ostwinds? Paks aswell as Shreks? The game you're describing should see the Soviet field an ISU-152 after sacrificing enough Manpower to afford the CPs. Or IS-2s for that matter, coupled with Incendiary artillery to harass emplaced infantry AT weapons. At most you should be investing a single SU-85 once you've seen the Ostwind, fuel-wise, and then invest on ZiS Field Guns, banking on the Manpower investment and hoping you can hold on to your fuel atleast. Spending munitions on mines instead of barrages adds another layer of wasting the Ostheer's time In: COH2 Balance |
Thread: 5 things that are destroying balance right now17 Jun 2013, 22:35 PM
Ostwind can win T34 in straight up 1v1 fight which seems really odd. Yes if the two are shooting at each other without micro. Can't the T-34 instead fire, manouvre, fire again and so on, as it does more damage -per- shot, and depriving the Ostwind of free hits plays against its weaknesses? In: COH2 Balance |
Thread: 5 things that are destroying balance right now17 Jun 2013, 22:33 PM
1.) It is not different to the Russian AT-gun in terms of anti tank, the only thing making the russian one better (in my opinion) is the Artillery Barrage ability. 1a. Panzer IV requires heavier fuel investment than the T-34. P4 is 115 fuel, plus 25 for first tier, 35 for second, plus another bunch for the building. T-34 building I believe is 90 fuel, and the 50 fuel for the first building is ignored because Russians start out with that amount, whereas Ostheer do not. Your "first" P4 will hit the field sometime after the "first" T-34/76, giving the Russians a distinct advantage if you choose to go head-to-head Medium Tank vs Medium Tank. Don't forget that T-34/85s require no fuel investment whatsoever, in regards to demanding building being built. This allows a 50-fuel headstart on the tank race. 1b. You're basing Paks being better vs tanks than ZiS based on rate of fire? ZiS play a role as AI with barrage, Pak does not. This allows the Soviet to gamble on that field presence, whereas the Ostheer will have to choose between early PGrens or Pak-40. The thing about a T-34 build, is that there are no visible markers to warn the Ostheer player that it is indeed coming, unless 120mm Mortar/Guards are spotted, but that is only in the case of T-34/85s. This leads to the situation where the ZiS is on the field, Tank or no Tank. The Pak-40 will -only- make an appearance after it is confirmed to the player that Tanks will be coming. It is entirely possible for a Soviet player to instead go for SU-85s, which will make Pak completely and utterly useless, leeching away pop and MP income. 2. If the Soviet is fielding a T-34 in the same timeframe as the Ostheer is fielding a Panther, something is seriously wrong in the game. Panther requires 50 fuel for tech, another.. 35? For the building. That's already the price of a single T-34, meaning realistically 3 are on the field in the time the first Panther hits the battlefield, and this means the Ostheer did not get a StuG/P4. If he did, that is another 3 minutes before Panthers can even be teched for. 3. PPSh gives 2 weapons for 20 munitions. G43 is 2 weapons for 60, G42 is 1 weapon for 60. You can easily field 3 Cons with PPSh-41s for the same price as 2 grens with a total of 1 MG-42 or 2 G43s. Ontop of this, G43 build means weak artillery counters and a reliance on Armor to do the heavy lifting in the event that Field Artillery is built. The most obvious and only feasible counter to Hit the Dirt PPSh-41 conscript spam, is a StuG, Ostwind or Panzer IV to simply drive over the little jerks, as they cannot move out of the way of the crushing treads. 4. The Maxim has no de-setup time. Running close to a properly-microed Maxim is tantamount to suicide, and a dual-maxim build for this reason provides some incredible field presence at relatively low cost. In: COH2 Balance |
Thread: Why with the new patch panther is a stug?17 Jun 2013, 22:12 PM
The StuG was downgraded to a point where the SU-85 can rightfully kill it. This is good. It can still solo ISU-152s and do serious damage to IS-2s, but SU-85s will eat the StuG alive. Take this to be a hint as to the correct function of the StuG, a source of AT damage capable of dispatching lighter and medium vehicles with relative ease and cost-effectiveness. It is also (in the process of) becoming a source of Anti-Infantry damage, as it received the ability to do damage to Garrisons, not just the building/vehicle itself. In: COH2 Balance |
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