True, but good luck getting the fuel for that.
I don't understand how you can say Soviet flexibility is anywhere on par with German flexibility. Germans have access to all their army list. Soviets have access to half at a relatively equal price to Germans. Not only that but German units are superior in most respects to Soviet equivalents. Somethings wrong when you need a ton of micro compared to your opponent who requires a good deal less.
Agree. Also don't forget that you even try to change your BO in battle (for example you have T2-T3 but you need to build up T4) is really expensive and puts you in a bad positions due to the building prices. But they say "doctrines meant to fill the gaps", yeah but those units are expensive or underperforming, also if you pick the wrong doctrine you are screwed, 'cause building every base building isn't affordable. |
My opinion is....
Germans:
-First Aid Kit for the germans is useless because it is cheaper to build a medic bunker at base, which is pernament.
-Sniper Fire Incendiary Explosive is expensive but can also damage light vehicles.
-Target weak point is very good. It allows to fire more shots on a target.
-MG-42 AP rounds also very good against infantry, it is a good idea to use them many times.
Soviets:
-Tbh I only use Trip Wire Flares if I have the ammo (rarely) to cover my flanks, good for monitoring the enemy troops.
-Yeah, their armor's vet abilities are bad, I think only T-70 and T-34 should only have Secure mode, while the heavies (KV-8, IS-2) should get something else, maybe fire a AP round for 30-40 ammo. |
Thread: T34/8519 Oct 2013, 18:38 PM
The whole "call-in without requiring building thing" is pretty cool, and slots the Commanders into the tier structure in an interesting way.
I dont think its really been optimised yet though, especially for Sov, for whom tech progression is different, more costly and time intensive, and where, from my perspective (and as evidenced by the relatively larger call-in pool diversity Sov has), is where it really steps into the meta and asymmetric design.
I mean imagine if you could really, validly, skip t1 as Sov, and rely on infantry call-ins?
That would flatten the tech structure in a way that the current t2-t3 unit split wouldnt be so severe, because youd have saved the fuel and time from T1 for that.
Call me crazy, but thats how I see the potential of call-ins really stepping into its own, on Sov, whereas on Ost, tech progression is hardwired linear, but also provides a comprehensive versatility in every step.
T4 is fairly rare on Ost play, in my perception. People rather invest that cost/time into a single strong call-in piece of armor, such as Tiger or Elephant, rsther than opting for the t4s more versatile base structure.
Know what I mean?
I think call-ins have enormous potential for diversifying the game, laterally, from a Commander specific perspective. BUT, Sov tier structure has to start relying on this already at a t1 infantry level, whereas for Ost, its not even an issue (discounting OstT/Assgren recent commanders), and is usually onky a way to squeeze out a t4 equivalent unit, without actually going t4 (which I think is fine).
TLDR: I think utilisatiin of the Commander specific Call-in potential for making this a really great and diverse game, needs some serious attention on Sov side.
It could, potentially, fix Sov tier structure (different as it is) almost entirely.
So wat da problem?
Problem is related to the non-Commander pool of diversity.
Meaning Sov non-callin options should be more reliable for certain roles, on a generalised level, and the Callins provide specialisation and the key to skipping tiers
I suggest more lateral upgrades for existing baseline units, that spring from the baseline non-Commander options.
Specifically, but not limited to:
-PTSR upgrade for Penals for baseline AT, rather than Flamer. So Guard reliance is reduced. Penals bring the DPS, Guard bring armor, ready AT, and DP uograde, so it doesnt overshadow them.
-Reduced buildtime/cost for Penals to reduce the reliance on Shocks for hard AI.
PPSH Commanders already have this capacity. Any bsseline improvement/upgrade for Cons will just fk the existance of Penals even further. Penals NEED to step into the non-commander AI infantry role. Improving Cons is NOT the option.
-T34 should have an upgun option to face stat superior PIVs, at equivslent cost. The 2xT34/85 Commanders can be adjusted accordingly thereafter, to be cheaper (ie:dont require the upgrade, as weighed against also not requiring the T3 building to produce, meaning T2 builds are opened in a viable way to these Commanders)
I havent gotten to theorising about T4 equivalency, as their impact is comparatively ,marginal in 1v1, owing to the difficulty of amassing that amount of resources.
BUT, there is a noted disparity in AI and AT impetus of these units between the factions.
Ost T4/Callins are very strong AT, Sov are very strong AI, but what does that help, when Osts equivalents will outlcass Sov options in terms of AT? Armor , especially t4 heavies, are already fundamentally a strong AI counter, not because of AI specifically, but because of Crush and even more importantly, the lack of infantry AT options! With the ATNade change you maybe able to, if lucky, to at best, engine dmg a heavy. But the hp pool and armor of these heavies is so, well, heavy, that these infsntry based AT options are barely an annoyance. Even if Sov had a Shrek equivalent, like Bazookas, who I dont even know what unit to put them on, that simlly is not enough to swing the diferring AT/AI impetus of the T4 equivalents and call-ins, to Sovs favor. This, because I think it has heen sufficiently evidenced, that Shreks (or their theoretical ewuivalant) on infantry is a)only really valid vs fixed turret Tank Destroyers b) are seriously expensive (Shrek cost is no joke) c) are really only fit for light/medium Tank dmging (which is impoetant thoug on Ost, because they need something vs T70s, since Ost hss no light Tank).
So as Sov you can kill all the Ost Infantry at t4. So what? His ewuivalents will KILL your Infantry killing armor! Thereby negating that advantage. It could be argued that at that point, map control is more imoortant than at any other stage, and that simoly killing off Ost infantry will cripple their capping to where its no longer capavle of winning the match (a position supported by the capscity of vetted Sov armor to cap points), but is that really happening?
TLDR2: Commander callins are an awesome solution to provide Sov with the diversity that Ost has from its linear tech, laterally. BUT, this relies on a normal vanilla non-Commander being able to carry its weight and have diversity too. The callins are a) a specialisation option, beyond what vanilla can deliver b) much more importantly, a way to flatten Sovs "what tier should I build Oo" dilemma, be ause the call-ins can be brought to the field WITHOUT that tier having to have been built.
Anyways, theres some thoughts of mine, in no particularly structured sense. Just poking some holes to see where some light might shine through.
+1, I agree with your points. |
Thread: T34/8519 Oct 2013, 18:36 PM
It is absolutely not. The soviets have several options. In particular a lot of ranged weapons.
I recommend the strategy section for your problems with the soviet end-game.
The russkies have several options, which require their very expensive building or doctrines, while the germans get them every game due to their build order and cheap buildings. The soviet doctrines meant to fill the gaps in their buildings, so if you choose a wrong doctrine you are forced to build a expensive building. Also the germans can easly shift their tactics after getting half of the map 'cause they get every unit. |
Thread: T34/8519 Oct 2013, 18:27 PM
Those who think that the T-34-85s are fine along with the german tanks with the superblitz are either blinds or don't know the game.
T-34-85s are more expensive than P4s, they have the same gun as the Su-85, but they lose in 1v1s against them,
IMO the whole armor warfare in COH2 is bad, it has to be changed (T-34-85, superblitz, Su-76, stupid veterancy).
And pls dont come with L2p or noob 'cause im top +300 with both faction. |
Since the new patch is out I'm experiencing very laggy games, dunno what happened because everything is fine with my ports and Pc. |
Don't forget the Elephant, how hard to kill that thing. |
Trying to distinguish these from flavour-of-the-month balance problems(Ostruppen, for instance).
1. heavy engine criticals from a single faust or AT nade on a tank are an instance of the RNG just being too jumpy. It will often completely win one player a game.
2. German S-mines - does anyone use these? They cost way more than a minesweeper, take a very long time to set-up, and don't really do enough damage to stop people just walking or driving over them.
3. German sniper requires tender love and micro to get any use out of him regardless but thanks to his really low HP pool, he can go down in just a few lucky small arms shots, will die to a mortar shell landing anywhere in his vicinity, and frequently gets sniped by all sorts of things that shouldn't (like, an SU-85, for instance). Making his health that of a standard infantryman would probably improve the German sniper's viability in 1v1 a lot, while still not making him any more survivable than 1 shock trooper model.
4. Grenades are bugged all over the place. Riflenade warnings have been messed up and now come as the grenade hits, which makes playing against Grenadier spam require constant eyes on the units and even then quite challenging. Guard grenades and I think bundle grenades both frequently don't refund if cancelled.
5. KV-8's stats have been too good for a long time.
6. The T-70 is still a certifiable pak and shrek-dodger. The small target size makes countering it with either paks or shreks something of a matter of luck even if you position well and the Soviet player badly mismicros it.
7. Veterancy I know is getting looked at. As-is, German vet 2 units are very easy to keep alive and German squads do more DPS so Ostheer players will usually end up with more veteran squads at the end of a game than the Soviets, all things being equal. A more gentle gradation from vet 0 to vet 1 to vet 2 would probably help this balance a lot.
8. Blitzkrieg on vehicles with engine damage seems a bit too much of a get-out-of-jail free card.
9. Some of the maps seem very favourable to one side or the other (so, Langres north start is pretty bad, Kholodny right is usually harder than Kholodny left, the new Kharkov one seems to be far better for the LHS player as well). I'm not sure to what extent this is underlying issues with the map layout and twe it's still people learning to try different things on the maps.
Generally, the game has come along a lot since release both in terms of balance and how it feels to play. Gj balance devs.
Well said!
I agree with your points
|
Gathered my experinces since the game launched and I want to hear my fellow's opinions about these points:
Why the soviet infantry don't stand a chance against grens with lmg.
http://www.coh2.org/topic/8240/very-few-cost-effective-counters-to-upgraded-grens
Why soviet has missing hard-counters or only accessible via commanders.
(Guard infantry for example.)
Why the Elephant can't be countered without sacrificing too much men and vehicles and why the soviet late game call in vehicles (IS-2, ISU-152 one-shot a german squad?
It is sooooo stupid that a tank can blitzkrieg away with a damaged engine, isn't it?
120mm mortar and the B-3 203mm Howitzer is joke how it kills everything.
http://www.coh2.org/topic/8739/new-203mm-heavy-howitzer
Why the T-34-85s are expensive and bad?
http://www.coh2.org/topic/8725/t3485
Where are the basic defences?
http://community.companyofheroes.com/forums/company-of-heroes-2-discussion/topics/Where-Are-the-Basic-Defenses
Why pop cap is 100?
Can't we just decrease the RNG factor somehow: 1 mortar shot into a building and it goes down killing the squad(s), and sometimes it takes like 10 shots to destroy it. Same with the grenades.
I won't mention input lagg, penals, maps and lack of lobby, 'cause everyone them.
And finally before the shouting starts how noob or fangirl am I look at this please:
http://www.coh2.org/ladders/playercard/steamid/76561198017122171 |
You forgot to add the lack of any AT weapons. |