Check out this for grenadier spam, or this for a few grens to T2, or this for rush to T2.
I used to go triple gren to MG before fuel depot and heading to T3, but getting annihilated by maxims means that it's not really viable anymore. |
I never lose to this tactic as the ostheer.I usually abuse the strafing run and get 2 snipers and a flame half track and it shuts it down.
I'd like to see a replay of that. |
Medkits: like useable on self. Currently they're a bit of a faff to actually employ, so I think they go underused. Don't think they need to be cheap enough to be useable regularly, just on that vet squad out on the fringes or the occasional low-health sniper/MG.
Since Germans are so munition starved all the time, I don't think a cheaper med kit will be abused.
The only thing I really object to is the StuGs 30/40 fuel cheaper. This happened in the early Closed Beta and they were incredibly overused then as well as invalidating Russian T-3 completely. Also really hurts any Russian impact tank if StuGs come out quickly. They're already pretty cheap and decent when supported, which is a nice place for them in my view.
I think Stugs are not great against infantry already, but if necessary the main gun could be further nerfed. I really want to see it turn into a weak SU-85 (though the machine gun could still do some damage).
Germans recrewing with 2 men - a recrewed pak/mortar with 2 men will be decrewed when one of them's lost
Most of the time I don't recrew things in combat anyway, and I'd prefer the ability to grab it and retreat vs. leaving it in the field guarded by a 3 man Gren or PG squad.
Mines - someone came up with the suggestion of a customiseable Ostheer AI-mine spread in another thread, which would be excellent.
I've been avoiding making any suggestions that seem like they might require development work past adjusting values, since I have no idea how likely that will happen. While it'd be cool, it might be a pipe dream.
I dont think this solves the issue of Sniper in Scout cars because players who know what they are doing stay at max range and never even get close to Grens and adding 25% health that makes them even harder to kill.
I'm not trying to "solve" sniper + scout car, I'm just trying to make it more punishing if the opponent makes a mistake with it. Right now going sniper scout car will lose you a lot of map control early (especially if your opponent goes triple pio). Then after the sniper is out, you need about 15 kills to make it worth the cost assuming you don't kill any squads. That's okay. Germans can definitely go T2 and upgun a scout car to deal with it, and Russians deserve to get some impact out of their tech choice.
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Thanks for the responses everyone. I'll try to reply to all the points people make to explain my reasoning.
On the T-70...
IMO, COH is all about decisions and reactions. Your opponent goes for one thing, you react by build a counter. Then you make the first step and build something else, and your opponent reacts. This is neat. It's much more about your choices then about your macro (e.g. SC2 where if you have enough "stuff" you can still defeat a more cost-efficient army).
However, I disagree with the general idea of luck in a strategy game, and I disagree with making the wrong choice (or being slow to choose it) losing you the game.
At it stands right now, if I did not have AT when a T-70 comes out, I don't think "man, this is going to suck", I think "man, this game is over because this thing is going to kill a couple of my squads". Even if you have a pak out it can't cover your entire army unless you're clustered together (which generally also means you have poor map control, which also means GG). I'm not saying nerf it into oblivion. I think it's stronger than the vCOH M8, and would be fine if it was just a bit weaker. I also added this to maybe help a bit:
-Retreat defensive bonuses doubled.
-A single panzerschrek purchasable on PGs for 75, or two for 120.
Another note on responding to opponent decisions- a major issue/feature of COH is that you can't really "scout" your opponent. If I'm German and I see slow capping early by the Soviet player, I have no idea if he's going clown car, sniper spam or Maxim spam. They require very different counters, but if I don't have a counter in place I could easily get knocked out in the first ten minutes of the game. |
In no particular order:
-All mortar accuracies increased. Mortar damage is reduced by ~25-40%, to reduce the chance of insta-gibbing a squad but allowing for consistent damage against a stationary target. This prevents those times when the enemy doesn't even notice your mortar but you still can't kill a deployed weapon crew, even with barrage + attack ground.
-Soviet scout car passengers take 25% damage from small arms fire, full damage from flamethrowers. You can increase scout car health by a bit to compensate. This prevents snipers from sitting in a car in the midst of a bunch of grens without munitions, just sniping them all.
-Maxim weapon crew size reduced by 2. Makes it harder for them to kill MG42s head on, and to reward flanking more.
-Rifle grenade damage made more consistent. You don't need to increase or decrease it, just average it out more. There's nothing more frustrating than burning your very small surplus of munitions early in the game to try to win a key fight against a Conscript squad, only to see the rifle grenade do no damage.
-SU-76 barrage duration decreased back to 60, has a 30 munitions cost.
-German Scout Car no longer useless against infantry once main gun is upgraded.
-T-70 damage against infantry reduced.
-Vehicle criticals have a chance of being fixed during repair, not only after being totally repaired. Chance increases as health gets closer to maximum.
-Have rifle grenades suck less against buildings.
-Reduce the defensive bonuses from infantry in buildings.
-Flammenwerfer halftrack damage reduced by ~20%. (if you take all the other weapon crew nerfs, it's not as important that it kill squads so fast)
-Reduce the chance of losing the flamethrower on a critical. Seriously, I feel like this happens all the time. Losing a flamer early in the game can be fatal, especially when combined with the defensive bonuses of infantry in buildings.
-Stugs should have their fuel requirement lowered by 30-40 and thus turned into a spammable AT tank, like a weaker version of the SU-85. It will fill a gap where it can drive off light vehicles (killing those dumb enough to stay) and provide a potential counter to T-34 Ram spam. Their low speed, poor maneuverability and subpar anti-infantry power will prevent it from being abused.
-Pak AT gun has its damage and/or penetration improved to actually be a threat to anything stronger than a light tank. Pak crew also needs an armor buff. Pak manpower cost reduced to ~275.
-German anti-personnel mines able to be built singly. No more signs.
-German Teller mines reduced in cost to 40, damage reduced by 25%. Pinning your hopes on a single mine right now is a bit silly, and they only really see use when the German player is far ahead already.
-Molotov initial damage increased moderately, damage over time decreased significantly, duration increased moderately. This will reward surprise, but won't kill a squad so quickly if the opponent doesn't notice or just has ridiculous squad AI that makes the models run into the fire. Also makes it more useful as an area denial weapon. The goal is to turn it into a weapon that flushes infantry from cover and deals good damage if the enemy isn't paying attention, but not a quick infantry killer.
-Hit the Dirt makes the squad take more damage from explosives and flamers.
-Germans can recrew weapons with two men.
-Panzergrenadiers damage reduced slightly, armor increased slightly. Makes them not such an instant Conscript shredding machine, while improving their survival chances (and thus spending less manpower to reinforce over the long run)
-IS-2 and Tiger buffed.
-Oorah duration and munition cost doubled. Makes it less spammable but improves the value when used.
-Ostwind penetration against tanks (not light vehicles) reduced.
-German tank veterancy requirements lowered slightly. Ostwinds in particular take crazy amounts of kills to vet up.
-German medkits cost halved, usable on self. There's virtually no reason to use them right now since there are medic bunkers and the cost is way too high for use in the field. Reducing the cost would help a lot.
-Conscript AT grenade damage improved against tanks.
-Retreat defensive bonuses doubled.
-A single panzerschrek purchasable on PGs for 75, or two for 120.
I miss anything?
tl;dr My goal was to improve underused units (scout car, Stug, etc.), reduce the overall factor of luck in critical situations (rifle grenades, flame crits, fewer squad kills, etc.), nerf anything that appeared to have no real drawback (Maxim, SU-76 barrage, HTD) and improve the maneuvering of units and rewarding flanking more (Oorah buff, Maxim weapon crew decrease). |
Won 4 of 4 tonight with more Maxims.
I was so bored while attack moving to win that I was watching Sepharim's stream on my laptop simultaneously, and he lost a game to Maxim spam and said after:
"Maxims are so unbalanced right now it's ridiculous. Relic has to get their shit together and figure this out... they literally only need to reduce the crew size."
I'm generally stopping at 3 MGs now and getting a Conscript for capping + merge squad. The fourth MG is really kind of overkill. |
Absolutely. P4 is good against infantry, but Ostwind is a beast. It's not as good as a flammenwerfer, but it has longer range, better agility and more armor.
Additionally, it can easily destroy any light vehicle and the T-70 light tank (even two simultaneously), and can "fend off" a T-34. It won't defeat it, but you can usually do enough damage while reversing that your opponent will be wary of chasing you across the map.
It's a much higher impact unit when it hits the field than the P4, though obviously you'll need some real AT to back it up afterward. My hope is to always get an Ostwind first to deal devastating manpower damage, then follow up with a P4 or Stug against T-34s. It's only really viable when you've done a decent job cutting your opponent's fuel or you've seen him invest a good chunk into fuel upgrades or light vehicles. |
I thought armor made penetration less likely, rather than reduced the chance to hit.
On infantry? I think for vehicles you're right. |
Table is here. Let me know if you feel like I missed any infantry or see a mistake.
Interesting notes:
-Shock troops have the best armor in the game.
-The German Sniper has about twice as much armor as the Soviet Sniper Team.
-Penal Battalions have the same armor as Conscripts. Guards and Shock Troopers have better.
-Grenadiers and Panzergrenadiers have identical armor.
-Vet 2 MG42, Pioneers and Ostruppen have the same as Vet 0 Shock Trooper armor.
Random question: AFAIK armor reduces your chances of taking a hit, correct? I said that it "reduces damage from small arms" because that's technically true regardless of whether it grants "evasion" or "damage reduction", but I think it's actually the former. |
Dude seriously: The tips from Sheppard (basically "put your PGs in a HT and unload behind Maxim) are better than a total buttfuck but thats as far as it goes.
Especially in a 2v2 where Maxims are covered very well by the rest of the units its almost impossible to counter. Especially when they also use the buildings well. That thing just switches aim so fast, redeploys so fast and pins so fast it's just a total ownage unit. It needs a nerf BADLY.
I can't comment on 2v2 because I don't play any, but I think getting a flame halftrack immediately upon seeing maxims strikes me as the most reasonable German response. From experience, I know that it can be quite deadly.
Don't get me wrong, I still think the Maxim is OP and should be nerfed. |