I believe bundlenades do this as well. I'm not sure about shock nades but I'd imagine they're the same. |
Used to be everyone's gameplan as Soviets was T1-T4 until the Ostheer scout car change (so countering an M3 no longer requires you to spend the 70 munis to get something that won't vet and is borderline redundant).
Since that change the Soviet T1 has seemed pretty balanced but pretty unforgiving of mistakes. M3 scout cars have really caught me out recently a couple of times. They can still do good work. Penals - I really don't know what needs to be done about them. With the abilities they have (nuke satchel + flamer of death), they can't really be made cheaper but they're still a bit too weak to really be viable. Maybe getting 1.25 armour or something like that for a little more durability.
Snipers are still pretty awesome. Think T1 will be better once they fix the riflenade warning again.
@Thunderhun - that's kind of the point of it, though. |
The current metagame doesn't actually force conscript spam or PPSHs and there's no reason other builds should be any less viable than they were pre the MG change when almost noone except Von was using Guards Combined Arms. If all you want to do is the VonIvan strat, then you need that doctrine, which isn't surprising.
I don't really think it's necessary to add the PPSH upgrade as a global. If it did need to be added, it should be as a BAR-style global upgrade for, like, 240mp + 60 fuel, then you could keep the doctrinal stuff as an alternative. Right now, the PPSH commanders are really popular because the MG got changed to make mass conscripts more viable (and because the IL-2 strafe is ridiculous).
Right now, PPSHs are a really good doctrinal ability (still not nearly as good as the LMG, but there you go), balanced by being limited to some commanders, which are limited in scope, have no heavy call-ins and don't have the strongest abilities (so, PPSHs + mark target + vehicle self-repair would just be ridiculously OP).
(I think the new Shocks + 120mm + PPSH + strafe + whatever, I think it's a KV-8 or something one was kind of released just to have a zero work thing to make up for the new paid commanders - I'm not sure it's that balanced).
Frankly, the real problem is with the Gren vet 2 + LMG combo being way too fast to get and too hard to hurt with small arms; adjusting up the conscripts to the same level will just result in the exact same dull spam on both sides as LMG-spam is now. |
lol people whine about things that are on the internet. i think if you are bothered by racism on the net then you are actually a racist yourself cause its bugging you and your sitting there thinking how dare they. let them sit there and say that shit, just ignore. it doesn't affect anyone.
That sentence makes no sense at all. |
@Enkidu, yeah, you're sort of right there. They do kind of fit in with how people tend to use the commanders right now. On the other hand, I can kind of imagine both of these commanders working and fitting in much better with the pre-existing commanders and game if the units were 1 CP.
I think they do sort of mess with the different tech structure of the two factions, and I have my reservations about whether they can be balanced to be not too strong for early game spammers and not too weak for people using them responsibly in the mid game.
The CP-related-reduced-cooldown is a good idea but it kind of seems to just be adding one fiddly new mechanic to deal with another.
@Moonhoplite: not really the case on Semois, where they can just sit in all the buildings. One of those strats that is far too effective for the amount of skill it takes. Also, having six or seven Ostruppen squads or whatever instead of 2 grens and an MG seems to mess up a lot of the core principles of the COH 2 early game (importance of unit preservation, having to strike a balance of capping and building camping to deny capping, because of tech structure Soviets have faster field presence but less flexibility - etc.). |
su 85 had its speed reduced to the point it cant chase a p4 reliably, double it if you go for the focused looking ability, t34/76 are not reliable. even their ram is not a sure gun damage (i understand that you have a possibility of engine damage. but to me gun damage should be 100% of the times. that's it those are the options soviets have vs tanks. not counting the at gun, what are you going to suggest, to reduce my commander options? because you need doctrinal tanks to beat non doctrinal tanks?
to stay in topic. i think this is caused by German wining. and them being the majority.
The SU-85 was blatantly too good at chasing and reversing and basically just about everything before the changes. It still has really good AT, frontal armour and range, just needs to be backed up properly.
T-34 ram has a 100% chance of gun damage on a P-IV or anything smaller. Against bigger tanks, it depends on whether you flank with the ram. The higher damage and penetration is a huge (over 50%) net buff to it's AT capabilities.
I don't have a problem using either SU-85s or T-34s right now. Certainly both of them are much better than StuGs normally are. More or less every Soviet doctrine features some sort of other AT thing right now, if you want different options excluding the AT gun. You also have mines, which I think are really underused by Soviet players at the moment.
I think 'German whining' was right on the SU-85, which is in a much healthier spot. The T-34 has had a really substantial buff to its AT. Every other AT option in the Soviet arsenal (mostly doctrinal) except AT nades has either been buffed or kept the same. |
I think the 0CP call-ins should be retained and the munition cost removed. An alternate way to balance it would be to significantly increase the recharge time on the call-in ability itself, possibly removing this penalty once 1cp hits to allow these units to scale into the game. Ie. first AG has 2 min recharge time, which reverts to the current 20-30s? once 1cp arrives.
My vision is that these units would remain t0 to allow these commanders to open up new aggressive builds for the german, but require reliance on regular t1 units or engineers to fill in the rest of the army early game.
AG's and ostheer should be supplements, not replacements for the rest of the german infantry units.
Moving these units to CP 1 takes away most the point of the new commanders, which is to allow aggressive early game play. Why should the soviets have a monopoly on early game capping power/aggression?
Higher recharge times would help somewhat with the power balance and be a big improvement. Doesn't really address the getting a commander right off the bat thing but that's more preference than anything else. The bit I've bolded is more or less completely what I feel about playing against these commanders as is. I agree making them 1 cp might reduce the uniqueness of the commanders.
Surely COH 1 had more or less a system where the US normally had a monopoly on very early game aggression if they invested in it. I feel right now the extent of the Soviet early game advantage in aggression is very dependent on builds - the currently fairly popular 4-5 scripts with molotovs does and obviously should have a better mix of early game aggressive potential/capping power than any Ostheer answer to it (because it's pure T0 investment). By contrast, a slightly more passive Soviet build like 3 scripts -> sniper + AT nades allows for a lot of Ostheer aggression.
The Ostheer do still have a lot of aggressive options, depending on the map, mostly revolving around cut-off plays. Particularly, on a map like Langres, dealing with Ostheer aggression is extremely tough. So, I don't really buy that the Ostheer *need* more early game aggression as an option and I think that having some T0 call-ins for the Ostheer kind of messes up the faction design. |
NOTICE: This thread is exclusively for discussion of the design and balance of the new 0 CP call-in units; there are several threads already for discussion of the DLC model or 'P2W' elements.
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The new DLC commanders have introduced a new element to COH-2 in the form of 0 CP call-ins. This is more or less unique in the series (the only other 0 cp ability I can think of are the PE ketten abilities but those seem almost accidental).
I have a few concerns with this
1) it unlocks all commanders at 0CP, encouraging people to select their commander before the game starts rather than organically as the game progresses. Indeed, to use these abilities, you're more or less obliged to select them at 0cp.
2) By introducing call-in units to the game so early, these new call-ins are forced to strike a really fine balance between early game effectiveness and mid-game cost-effectiveness.
Hence, assault grens, which would be reasonably priced at 280mp a few minutes in, were blatantly too good against early game conscripts. The solution was to stick on a muni cost, which is OK as a delaying method, but that messes with another design principle and kind of makes them too expensive for someone calling them in in the mid to late game.
Similarly, being able to make 6 Ostruppen with your first 720 mp gives insane amounts of capping power, and allows the Ostheer player to occupy a huge number of key buildings on a map like Semois very quickly while also capping all over the place. Ostruppen for 120 mp might actually be reasonable after the first few minutes, providing you with a lot of quick capping power, building blockers, very cheap reinforcement and recrewing units, but if they come in right off the bat, they just need to be more expensive to be balanced on a map like Semois.
3) it seems to mess up the design principles of the early game Soviets vs early game Ostheer. The Soviets having a T0 combat unit that can be made more flexible by doctrines and upgrades as opposed to the Ostheer having to put up T1 (or skip it, as is actually viable even in high level play) to field a wider range of units more quickly, and slightly better-scaling units.
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So, that's my issue with them. I kind of think that the Ostruppen and Assault Grenadier doctrines would both be easier to balance and a better fit with the rest of the game if they were 1cp call-ins rather than 0cp. |
i agree. the mayority of german outcries have ended in the overnerf of the russian army. right now russians have nothing reliable that can take german armor scept an AT gun. have you noticed how soviet gameplay have taken a move into (lets kill all its infantry before tanks come)? once german tanks start rolling. is praying time for russians. you have to make a bunch of hussle and magic around the tank to kill it. still people complain about the weak tiger every time i face a tiger i remember the forum treads. and whonder who in their right mind thinks tiger needs a buff. i had to use 3 AT guns to beat a tiger because nothing else could penetrate its armor SU unrreliable, T34/76 unreliable, t34/86 unrreliable, IS-2 just tested unreliable, the amount of shots that bounce of the tiger is astounding and look! ramming, the tank anti tank option its unreliable too now!(not counting how expensive it is).
how is possible that tigers can go deep into my territory without fear of retaliation. aT nades dont hit it. its a superiour tank to every russian tank. ant its cost is around the same as the IS2, the same goes for panther, i have never seen an elephant again because of that. tiggers just steamroll everything.
i have hopes this suposed beta match that was shown a while ago brings more balance to the game. right now soviets are soo restricted in their build that. you cant do anything unless you are a.
The T-34 has had a large damage and small penetration buff. The SU-85 has not had its damage or penetration reduced. T34-85 has been unchanged (but still needs a buff). IS-2 has been improved. There's not been any nerf of Russian AT options at all. |
No I don't think they should have the Merge ability. Their spammability and reinforce cost is already enough, being able to constantly reinforce an MG while it's fighting with 6 Osttruppen squads is a bad concept and should not be allowed.
The whole idea you can have 6+ squads on the field in the first minutes is so far from COH mentality
Yeah, absolutely.
They're so cheap it messes up the unit preservation and the capping vs. building camping dynamics in the first few minutes. They're not that strong, so they're not a problem on some maps but Ostruppen spam on Semois, for instance, is ridiculously good compared to the skill required to pull it off.
@Hans... I think it might be OK on the reserve infantry Ostruppen but on the buildable ones it'd be ridiculous. |