Unlucky true, but calculated.
1) With the MG in the bldg., I knew since it only had 1 man left it would actually take less damage from Molotov burn effect (since that spreads evenly over entire bldg. and 1 man occupies less space in bldg.) and surviving the 50% crit chance of insta death was the largest hurdle. Also, taking the MG out at that point would have given my opponent chance to steal my MG, which is very bad idea. I also knew with my Halftrack on way I could afford to sacrifice it to stall his fuel, or re-enforce it on the field very soon.
2) With the Guards Rifle in bldg- There is actually a way to micro the Rifle Nade on most bldgs. to increase chance of it collapsing (it's hard to do). Also, I lost an entire MG to a T-34 2 shot-gibbing a bldg., so that kind of balanced out.
3) Any Conscript strategy without any T1 or T2 support is going to suffer horribly to MGs, and that is why I opened with 2 MGs. This is the Achilles Heel of his strategy.
Yeah, the MG should've died to the first two molotovs, really (or at least, they almost always do), given you didn't move it out. Conscripts are alright against MGs now - be interested to see if you pull off the same when you next play him - buildings can, as here, make it kind of unreliable for Cons to counter them. The MG was a lot less pivotal and should be much more likely than the guards, in all honesty.
If he hadn't thrown away his T-34s stupidly, he'd have had a reasonable shot I think. I think the real Achilles heel of his strat is that if the early game and first couple of tanks don't work out he's fucked, since he can't get any real AT and doesn't have Mark Target. Seems like his few other losses are always the same thing. T2 seems to me would be a lot safer than the T1 he never builds anything out of but then he probably knows better than I do (maybe the faster T-70 helps more, I dunno). |
Guards in one riflenade in the biggest building on the map. Pretty unfortunate. Also, the three molotovs not killing an MG in a house except with small arms fire kicking in was pretty terrible luck, and the guards taking so long to finish the halftrack.
Shows off nicely the thing with his unbeatable strat (T1-T3 means you have nothing against vehicles if you cock up and lose all your tanks). Not that Ivan didn't do some dumb things but it's a really unlucky start he had. |
Off-map vehicles having fuel costs just seems so much better to me.
None of those scorched earth booby traps. Those were worse than the Brits.
People in 1v1 are so much nicer than they were in COH 1 by the time I got into it. In 2v2 it's only marginally less ragey, but there you have it.
Bulletins and commanders visible pre-game makes for some interesting mindgames. |
So sometimes the game starts lagging in a game and the players have the option to kick their enemy which is kinda bad in 1v1s to "lose" this way.
Can someone explain me what is this when I have good computer and internet connection and why the game says that I'm lagging?
Occasionally happens even with all steam ports forwarded. If you haven't done that yet, it helps somewhat. Often depends on the time I play for me, which makes no sense but there it is. |
The molotov also does not offer an audio warning until it is too late. DPS may calculate to be the same on paper but considering the many other factors in an engagement and the RND factor DPS is not a hard and fast rule. The way these units now operate has been changed and they are noticeably worse in games, as others in this thread are finding. WHY that is cannot exactly be explained but it has definitely occurred.
It is definitely easier for cons to dodge riflenades than it is for gren to dodge molotovs. Especially considering the retarded AI - where grens jump into the fire even when telling them to move away. More importantly a molotov forces the units to move and stay out of cover whereas the riflenade can be dodged with units moving safely back to cover.
Right now the isolated Con V Gren situation is in the Cons favor.
In general grenade warnings feel a bit slow. Riflenade is the most serious one right now. The molotov animation is a bit more conspicuous, and they have to close distance, so it's usually transparent when one's coming, and you get so many more opportunities to riflenade from out of LOS where you can't see the model aiming than to molotov from the same. Cover-seeking is a pain, I agree.
They're not noticeably worse in my games. This patch I've found that a lot more people are using the conscript upgrade bulletins + conscript spam, which could factor in. That could factor in, the basic unupgraded units on both side don't feel any different to me. I think we have some confirmation bias here. |
@Blovski: Why are you comparing Vet 0 units with Vet 2 units? Let alone upgraded Vet 2 units to Vet 0 units? Furthermore, is there a reason you omitted the survival bonus Sov inf gets with Vet 2 alongside the dmg bonus?
I'm comparing the effectiveness of the vet 2 units of each faction against the vet 0 units of the other. The vet 2 units are even in a vacuum but when you start throwing fresh vet 0 or vet 1 units on both sides into the mix, I personally much prefer to have the (even LMGless) grenadiers unless I've got the PPSH doctrine.
It means that if you have vet 2 grens, the loss of vet squads for your opponent will often seal the game, while having vet 2 cons won't necessarily do that. It also makes vetted grenadiers much more likely to run the gauntlet than vetted conscripts and a bit easier to keep alive.
I neglected the armour bonus for the Soviet units at vet 2 because it's way smaller (1.25x1.0 as opposed to 1.78x1.5) than the gren vet 2 armour increase. It makes a difference, but not a huge one. |
Um, the DPS is identical, so there's no serious change.
Arguably, the minimum amount of time it takes a gren to kill a conscript model if it gets really lucky has increased but your average engagement should be identical.
@GTTV, since two patches back the riflenade doesn't offer an audio warning until it's basically hit, so the riflenade is harder to dodge in general right now. |
How so?
Genuine query.
Well, the gren vet 2 bonus is less damage received, while the conscript one is more damage dealt, so unvetted grens can fight vetted conscripts and deal some damage, get some vet and force them off the field in large enough numbers, whilst unvetted conscripts are basically going to do nothing to vetted grens.
The rest of the things sort of balance out in my view (AT nades + molotovs cost resources to tech but Conscripts also have Oorah and Merge, armour is better early game while squad size is slightly better late game, long range grenades are more relevant in the late game but molotovs deny cover + buildings early on).
Vet 2 grens are also much harder to kill on retreat with infantry than vet 2 cons.
It's not that big a deal until LMG-42s turn up, which let vet 0 grens tangle with vet 2 conscripts, and makes vet gain much much quicker for new Ostheer squads.
Edit: also, riflenades right now are bugged so they don't give a warning, which is sort of screwing the balance up a bit later in the game when players need to divide their attention more but that's a bug rather than a balance thing. |
An airstrike is 'only' 240 ammo...
For that price I don't expect the crew of a targeted, fixed gun to just get up again and dust their uniforms off when the plane has passed.
Personally I think you should actually have to follow up on a strafing run to kill the gun itself. The bombs that only affect one thing should probably kill it.
That said, the Soviet ones are reasonably fair, honestly, since they're both 200-240 munis. The Ostheer 120 muni light artillery barrage kills a howitzer, which is ridiculous, as does railway arty and some of the various bombs. So, almost every Ostheer doctrine has an endgame howitzer-killer, some of which are reasonably priced for that, others of which aren't.
I'd like to see the 200 muni hit-one-area abilities kill a PAK-43 gun/Howie gun, the 160-80 and strafing runs do a lot of gun damage but need some backup to kill it and the 120 muni Light Barrage decrew and do a bit of damage. |
A conscript buff isn't really the solution - only thing to fix it is to make that DPS a bit lower so that the LMG gren squad isn't quite so one-man-armyish in the early game or increase the cost to make it less spammable. Grens scale pretty well, probably better than conscripts, even without the upgrade with no further investment. Also, two or more squads with LMG-42s just deal *so* much damage at mid-long range for a tier 1 unit that it makes the retreat kills with them a bit easy.
It can probably take a nerf and still be worth 60 munitions.
@Cardboard Tank: now the MG is an interesting unit that fits in well with the rest of the game. Previously it was idiotically overpowered. The same could be said of the beta FHT or the early iteration of the M3 flamer combo or old HTD. |