I not only play the same side of the map every time in team games but I also seem to play the same position every single time in team games.
Clearly starting positions were not fixed. |
I keep hearing how cheesy the Red Army is but I'm not seeing it. A 2 engineer start into 3 maxims, a zis, and mixed maxim-zis spam gets roflstomped. Penals and cons kind of suck too as does the t34/76. Shocks are good but seem overrated. Maybe I'm using them wrong
Which doctrines and which units are standard for Red Army Cheese? |
This thread is definitely full of CoH players who are more like CoD players than RTT players.
Play an RTT like Men of War and you'll get a better feel for how armor actually works.
1. Most tanks are killed by AT guns hitting their flanks.
2. Rocket launchers in ambush claim a great deal of tanks too
3. When 2 tank forces fight, they don't duel. They gtfo and snipe unless they're already in close combat and must engage. Humans tend to take the path of least resistance/most rational choice for staying alive. Those Sherman pileups by Jadgetigers are the result of the Germans being overrun at every turn and setting ambushes. They are from ambushes.
4. Frontal armor is hit the most. But at a rate of about 35% (from historical US army statistics). The Sherman wasn't uparmored because they realized that the frontal armor doesn't take even half the shots. A good tank has proper frontal and side armor. The panther, in a RTS game with a bird's eye view, can be microed to keep its front facing the enemy. In the chaos of war, not a chance. In a RTT, it's still very difficult.
5. Sloped armor is doubly sloped when you angle the tank. Getting a straight on shot is a rarity outside of ambush.
6. Crew is the biggest X-factor and probably the biggest factor anyway, as the Battle of France showed. Exhaustion and training make all the difference.
7. Logistics and producability are more important than fighting ability. As someone pointed out before, the USF could equip it's infantry with many more tanks and needed not horde its tanks. It's tanks could be kept on the offensive against infantry and defensive against other tanks. Meanwhile, the German tanks had to be on the offensive almost only because they simply didn't have enough tanks. The Battle of Arracourt shows how superior crew training and tanks in the defensive can defeat larger numbers of superior tanks.
8. You are all used to playing video games and need to think about how chaotic war really is. If you want a taste, and it's merely a very light taste, trying playing a game where you never use focus fire. Just attack move and a little bit of move, and where abilities are used randomly and miss all the time. People in war don't duel for K/D. They all try to survive on their own. K/D is an incidental thing that can give clues for an army's performance but is so very much tied to circumstance that it's a very rough estimate. Look at the Western Front: the allies tended to suffer about even casualties overall with the Germans
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Remember in vCoH when axis always won because homing missile shrek?
Remember how reducing its long range accuracy while preserving it's short range effectiveness suddenly made allied tanks viable, making great strides towards balance?
I would've hoped Relic had learned. |
Fury and the other E8 would've easily penned the tiger at that range. 2 cannons vs 1 and the E8s can fire on the move. Guess who wins?
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What if we gave Obers an upgrade for dual shreks AND a 2nd LMG? Think how cool it would be for literal terminator squads! We could even use some captured shock troop body armor |
err hmmmm COD1 COD2 and CODUO
sorry I forget that preCoD 4 CoDs are CoD
Those are good games too. I think CoD 4 tops the series still but CoD 1 was the shit, UO was interesting, even finest hour beats the modern CoDs. 2 man...best Singple Player campaign in CoD |
After a lot of 4v4 experimenting and playing as Sov, the answer is simply why the Sov is balanced: heavy tanks.
When Sov uses doctrines without IS-2 or ISU 152, they lose to ubershrek blob and heavy tanks. Axis tanks get damaged in battle. Allied tanks get destroyed in battle. 5 battles later, axis wins.
When Sov has IS 2 and ISU, it's different story. The 2 tank forces exchange damage with no kills usually, and Soviet artillery can pound the shrek blobs. Equal game. In this scenario, a lone USF with Jacksons can be completely competitive because the Jacksons can stay behind the IS 2s
I recommend 2 Sov go IS 2 doctrines (and different doctrines but I'm not sure it matters too much), 1 Sov go ISU 152, and the 4th Sov/USF use whatever best compliments. Rifle company for the Easy 8s is great when the 8s are supported by IS2. It gives a well rounded fast tank to compliment the sluggish IS 2/152 |
I'm getting sick of players who refuse to surrender when a player or 2 drops and/or our team is being royally fragged.
Surrender mechanic is good but sometimes...going afk midgame is the only rational choice |
Panthers and Tigers can be dealt with ISU, IS 2, and Su-85 groups.
In 4v4, a single USF might be better than a 4th Sov for the variety but 3v3, you want 3 Sov. USF is worthless in team games because in team games, axis players can cover each others mistakes very effectively. Much more effectively than the USF can punish them. Conversely, USF mistakes are much easier to punish in team games.
Anyways, the statistics say in 4v4, Axis wins about 60% of the time. So no no, 4v4 is not better balanced than people want to believe (I might add that I would think if the USF was removed or kept to only 1 spot on a team game, 4v4 might be balanced. 3 or 4 USF neuter the allied team). |