Engi flamethrowers have a 10% chance I think of exploding on the model's death, so I'm not a huge fan as a specific answer to a strat unless they're in houses/vehicles. |
your post is well organized but there are also a lot of holes making it look one sided. grenadiers pretty much have the same role as conscripts. they are not specifically designed to counter infantry the mg42 upgrade is just OP.
you say that ostruppen can take down scout cars with ease. do you realize that the conscripts AT nade does exactly the same thing? so you should also state that conscripts take scout cars with ease as well. since panzerfaust and conscript AT nade has the same range except the conscripts has the advantage since they can oorah.
the soviet maxim mg immediately suppresses enemy infantry and it could reposition itself a lot faster.
the soviet halftrack can suppress infantry pretty quick. the german half track doesn't suppress at all.
saying that these units are countered by t2, t3, t4 isn't specific and it doesn't help. hell you can also say panthers are countered by t2.
I basically agree but I'd note that Ostruppen's scout car counter is somewhat stronger because you'll have twice as many units on the field (hence twice as many fausts/nades) as you would with either Grenadiers or Conscripts. |
The units that the soviet's can build VERY early game:
Conscripts: (harassing light infantry and a way to reinforce heavier troops in the field, bad against other infantry, tanks, light vehicles
Combat Engineers: (4 man squad armed with rifles, can plant demos and place mines, lose against all German units bar pioneers at long range, same price as conscripts.)
__________________________________________________________________________________________
The units that the Germans can build VERY early game:
Grenadiers: (infantry deigned to counter other infantry, can be upgraded with MG42's to kill a conscript a second, same price as conscripts, and will win in 1v1 combat against them with moderate to no losses)
MG42: (instapins infantry out of cover, forcing them to retreat same price as grens and can only be tackled with flanks)
German Mortar: (fast firing, accurate, and kills 3-4 squad members on a successful hit, same price as grens)
German Sniper: (armor shrugs off all shots apart from really lucky hits, 1 hit kills all infantry)
Osttruppen: (weak infantry with the ability to kill scout cars with ease, loses against all other infantry bar engineer units
Assault Grens (fast firing, fast moving, shock troops designed to get early map control with ease, wins against all soviet units bar DP upgraded guards, and shock troops.)
__________________________________________________________________________________________
Soviet Mid-Game
T1 (loses to vehicle heavy doctrines due to lack of AT gun, T4 almost a nessesity unless opponent is really unlucky and or bad)
Sniper Squad (2 man sniper squad, counters german snipers 75% of time if the enemy is not in heavy cover, 1 unit dies from a MG42 blast at long range, cloak does not carry from cover to cover unlike the german sniper, counter MG42's effectively
Penal Battalion (infantry squad with around the same HP and Armour values as conscripts, effective mid to long range, can blow enemy squad up with a satchel charge (somtimes themselves, too!) outright loses to PG's of equal vet, MG42 gren
Clown car: (practically gets one shotted by panzerfausts unless high vet, next to useless unless opponent is doing assault grens only)
T2 (loses to infantry heavy builds, outright, counters tank heavy builds)
ZIS: (anti tank gun with slightly worse damage than a pak, six models
Mortar (soviet mortar worse in every way than the german one apart from the 6 models)
Maxim (soviet machine gun easily flanked, 6 models)
__________________________________________________________________________________________
German Mid Game
T2
Pak: (Counters soviet tanks)
Panzergren's: (counters soviet infantry)
Scout Car: (counters sovet mortars, snipers, maxims)
halftrack: (counters all infantry with the fuhrer's holy fire; reinforces all german infantrty)
__________________________________________________________________________________________
Soviet T3
T34: anti infantry tank, countered by T2, T3, T4
M5: transport and anti aircraft, countered by T2, T3, and T4, not as nearly as effective as German counterpart (flammenwerfer)
T70: light tank designed to inflict squad wipes, countered by t2, t3, and t4
Soviet T4
SU-85: mobile anti tank, countered by T2
Rocket Truck: mobile artillery, extremely effective againt infantry blobs, useless if a enemy squad gets near it
Su-76: Mobile assault gun, good artillery ability, countered by t2, t3, and t4
__________________________________________________________________________________________
German T3
STUG: (counters t34's at long range, t70's outright.)
Ostwind: (Counters all soviet infantry)
P4: (highly spammable, flexibile tank, capable of AT, AI and stopping harassment)
German T4
Panther: (hard counter to all soviet tanks bar the IS2)
Brummbar: (hard counter to all soviet infantry, needs AT support
Panzerwerfer: mobile artillery, vulnerable to most soviet units, has MG.
Look me in the eyes and tell me the germans don't have a clear, undisputed advantage in 1v1.
http://www.coh2.org/ladders/playercard/steamid/76561198016893993
Proof i'm not a soviet fanboy.
i'm just a concerned player that has gone down almost 1000 ladder positions since these last few updates on the soviet side.
Early game (assuming conscript spam and no T1/2):
Now, the theory was that because Conscripts were T0, while the Ostheer require a Tier building to make anything worthwhile the Soviet flexibility is a bit different and the Soviets could always get more units on the field faster than the Ostheer in the very early game if they just kept building conscripts.
Unfortunately, the German 0cp call-ins and especially Ostruppen kind of mess this difference in tech structure up. I think you're probably underselling most of the Soviet army (for instance, snipers and mortars normally against 4-man squads, mortar has precision strike as a vet ability, ZiS can be merged to keep it on the field and has a barrage ability, T-34 has ram, so if you get a numerical advantage against P-IVs you'll beat them) and your description of the German units, especially the sniper, which has a total of 40hp, is really overestimating them.
Some very good Soviet players go T1-T3 if they have a decent early game. I'm not 100% sure how you losing 1000 ladder positions as Soviet is evidence of them being weaker, because a lot of other people must have gone up ladder positions.
My view on Soviets right now is that conscript spam to Tier 3 is easy but risky. Conscripts T2-T3 is harder but safer. T1-T4 is high risk but very powerful. Ostruppen need a large rework and German vehicle veterancy still requires fine-tuning. |
j O k E r: So two OstT shouldnt be able to beat 1 Con?
How many should it need? 5? 20? 100?
Sorry Poker.
Nullist, several people have made very good counter-arguments to your (constructive) maxim suggestion. The point of cost-effectiveness is obviously that having a T0 call-in unit which is better at almost everything (the only exception I can think of is getting units out of buildings, also lack of upgrades) than either of the basic infantry units for cost is obviously imbalanced.
The obvious solution is that 2 Ostruppen squads should cost more than 1 conscript squad (because making them weak enough to fit their current cost would A) make the Relief Infantry Ostruppen ridiculously overpriced and B) just make them interact ridiculously with the rest of the game). |
Thread: T34/8512 Oct 2013, 18:49 PM
The teching requirements really cut both ways for the T-34/85s. The CP cost can delay them depending on how bloody the early game is, which means you can't reliably time them very well and the wait for 260 fuel means you're both spending 85 fuel of time without an impact tank. Furthermore, after getting 2 T-34s, you get a third 85 fuel later and a fourth 85 fuel after that. Only around the time of the fifth T34 (assuming that you lost no map control on account of saving up 260 more fuel) would you get another pair of 85s. The wait for both the first and second groups of T34/85s is absolutely huge in terms of leaving something for the Ostheer to exploit.
In short, because it's a double call-in, I don't think the teching cost is so important as to justify making them deliberately underperform.
Con, I feel StuGs are really underperforming against most things right now until they get veterancy. Not really sure balancing against them is a great idea.
Right now the only time I see the T-34/85 really perform is alongside the SU-85. Alone I never see them work out, even for good players, and with Tier 3 there's absolutely no reason to get them ever.
Edit: for the record, for flavour purposes, I'd rather it stayed a double call-in and I don't really care about the historical arguments. I'd like it to be the same cost but have the rate of fire buffed and maybe the armour buffed a tad so as to make it worth the wait and perform noticeably better against vehicles than a T-34/76 (if increasing the scatter is desirable, then fine). Right now it hardly performs differently apart from the bigger waiting time and the low reload speed making its performance against Tier 3 and Tier 4 very reliant on not getting a few unlucky shots. |
they should be like engineers, perhaps get a fixing skill instead of panzerfaust.
Why would you get pios if you had a six-man 120mp repairing unit, though? Overlap with piospam would be pretty big as well.
(My current fix thoughts: They should probably go up by at least 60mp and thus 5 reinforce cost, probably lose the faust so they don't hard counter Tier 1 as much as they do, maybe lose bunker building to differentiate them from grens a bit more, have capping returned to normal so they operate as a cheap early map presence and recrewing utility unit rather than a why-would-you-ever-get-a-gren unit.) |
I blame balance in this game and two others we played, not VonIvan, he did what he had to do. After SNF I'll probably quit Coh2 because it only pissing me off
What balance issue exactly, out of interest? |
Nullist, Blitz is probably the best veterancy ability in the game. It's hardly unfair to either side to make it not work as a get-out-of-jail free card if you're careless enough to get AT-naded or run over a mine or something.
I'd note that the mortar abilities, for instance, are disabled if you aren't set up. How unfair that you earn the vet and can't precision strike because you're moving... |
Ofc two OstT are better than a single gren or con. At cost, that is entirely justified.
I dont understand what you are trying to say on that.
Can you rephrase your point please?
2 Ostruppen cost 240mp. 1 con or gren costs 240 mp (a gren also requires a tech structure). 2 Ostruppen squads are both flat out better than a con or gren squad and have twice the field presence, are more than twice as good vs. snipers, M3s, grenades etc etc.
If you get twice the utility and field presence of basic infantry, you should not be equally cost effective in a fight, let alone more cost effective. If Ostruppen are going to stay at 120mp, to be balanced they would need to be less than half as effective as a grenadier or conscript squad because of the extra utility of having two squads as opposed to one. |
Ram is vanilla.
Blitz/Overcharge are Vet.
That's a substantial difference.
Overdrive and particularly Blitz are extremely good veteran abilities. I would still rather have blitz than any other vehicle vet ability other than target weak point if it was disabled on engine damage. |