@MJ, you really don't understand the Soviet tier/tech system, do you? |
The PAK needs a buff, and I'd probably like to see the ZiS's normal shots be less likely to kill infantry. The barrage is expensive enough that I don't really mind but it's weird seeing a ZiS sniping approaching P-Grens quickly enough that they often have to retreat from one head-on. |
3 pios -> tier 2 -> pgrens, scout car. If I see a maxim, FHT. If I see a scout car, upgun. Thereafter, wing it. |
The main problem about it is that it does not have any counter play. You can do it without any risks.
In vCoH, every thing you did involved risks. And everything that does not really involve risks (namingly stickies, fausts and nades) had an effective counterplay (dodging/kiting). On top of that, these abilities did not even render a vehicle (worst case a panther/tiger) useless and unable to move, but simply slowed down the unit or just did damage.
This drastically changed with Opposing Fronts, where abilities like treadbreaker, button and stuff came into play. These things do not take any skill to use, are a hard counter to things like vehicles and cannot even be counter by good micro micro (ok, you can stay out of range, but let us be honest, you cannot react to things before you actually see them, meaning that you cannot retreat your vehicle fast enough, once you see the enemy unit that can use this ability).
Now, these abilities can also be found here, again. Button, vehicle crew stun. These things don't have a counterplay, and render a vehicle useless for a period of time. On top of that they don't involve any risk using them. You click on the ability and its done. It takes away the dynamic of the game, as you just have to click buttons to win engagements. Micro? Please, you don't need micro when you have long range tanks that destroy a tank before your crew is actually able to drive its tank again.
Quinns statement that the button ability would promote combined arms is pretty much non-sense, imo. You don't promote things like combined arms by having abilities on units. You promote combined arms by giving units different strengths. Now, a units strength should not come from its abilities. A unit should be useful without their abilities. (again, look at vCoH - not a single unit there was useful for its abilities, but for its strength in fighting infantry/tanks/buildings or just being able to tank a lot of damage.
To give an example. Conscripts are like rifles - versatile and your core unit. Shocks are just a strong infantry unit that is good against infantry only. Guards are a unit that is supposed to combine decent anti infantry and decent anti tank. The thing is, this is mostly achieved by the fact that they have the button ability. Their anti tank rifles are not really the best of anti-tank weapons. Compare that to CoH1, we had rifles, rangers, which were useful against infatnry and light vehicles and airbornes, that were only useful against tanks and to some extend light vehicles. Why? Because they had different weapons that made them strong against different targets. And you know what? It worked out very well and made the game dynamic.
This is basically nonsense wrt the COH-2 button. Button gets broken by vehicle smoke. It's also very munitions expensive and has a limited enough range that you can usually kite it if you see it coming. Guards are good anti-light vehicle, a reasonably good supplement to damage against medium tanks when they have some sort of backup (and/or mark target) but completely insufficient for dealing with hard AI tanks like the Ostwind or Brummbar. |
@Ami - on the size, I've had and seen a load of really good games on Moscow Outskirts Summer, which is about the same size (maybe even bigger) - I think it's more the lateral movement thing and to an extent that getting out on the map is kinda slow... sending off squads to harass is a bit of a pain when a bunker/maxim can just lock down a lane of approach for infantry, retreat paths are often very long, the pathfinding on the top side especially is a bit dodgy and you can never afford to see the middle get locked down. Maybe it'll be better when the maxims get a nerf. |
On the T-70 I like the crushing - you can retreat from that, and it has to get into faust/shrek range to do that - it's the fuck-off-ridiculous retreat sniping that's the problem. |
(not withstanding that T-34/85 isn't a T-3 unit and it also saw some *really* powerful use in the TFN tourney... so, I'm not really buying that it's useless atm in the context of an actual game).
Yeah, small buff to the T-34's AT and small nerf to T-70's moving accuracy wouldn't go amiss for balancing out T-3 but making it basically a P-IV and immune to Ostwind fire is just dull. |
@Schnitzel... not to be trite but Maximspam and M3 are from different buildings... just go up to a scout car or 2 + an FHT if they're really going overboard. |
Been winding up with a lot of 1v1s on this map today, and I've yet to have a decent game. Ostheer bunker spam and Soviet maxim spam both counterable if you go for a safe strategy but not even a bit interesting to deal with and much harder to dislodge on this map than on the others currently out there. |
Custom game : ) |