thats because the germans are playable again. sorry to say this but there is alot of hate towards russia right now in the world.
LoL, so you're saying that such an ugly patch is Relics answer to Putin?? Haha
Sure, lets make Russian army beatable at least in game, lol |
The lesson here? Stay at range
To prevent enemy from capturing a point, one must move his unit into point radius, thus stopping the clock.
Question. How the fuck are you supposed to do this, if pios will kill your squad in the matter of two seconds? Stand in distance, trying to kill them with lousy bolt action rifles and watch them easily capturing the point?
Please answer. |
Sorry, T3 - M5 quad |
I'm gonna give it a try with new BO:
cons, cons, molotov, cons, irregular, irregular, ppsh on all cons, T2, cons, Zis3, Zis3, AT nade, T4, M5 quad.
50 muni must be available at all the time for oorah, shitty AT nades, and molotovs. The rest goes into massive mines. Muni caches only. No fuel.
Two Blobs of ppsh cons with irregulars will flank, cap and, hopefully, spot and kill pshrecks panzergrenadiers, and steal their weapons. M5 will follow in distance to reinforce, pin and rape everything with quad gun, and also providing AA protection. Two or even three ZiS3 will fight off endless scout cars and tanks after they (hopefully) get naded. The army MUST move as the whole. Losing one of the components should signal a global retreat.
Combined Arms, lets see how it works. |
Early game unit review post patch (not particularly serious):
Soviets:
Cons: less mobile than ever, damage gets completely neutered every time they try to move an inch thanks to the new completely debilitating movement penalties on bolt-action. You're better off just sitting in buildings or crawling forward with sandbag walls than trying to flank.
Cons(ppsh): Better ppsh damage than ever, because hey, they were underpowered before right? Again a patch that pushes soviets even further into this one niche of ppsh con spam.
Combat engineers: so outclassed by pioneers it ain't even funny. They'd have to go down further to like 130mp before they'd be anywhere near the cost-performance of pios
M3: The most papier mache vehicle coh has ever seen. Forget about fausting this baby, it's a waste of munition, a pioneer squad can take it out from the front.
Penals: the price drop came with a hefty drop in DPS as well, because as we know, penals were op before. Good thing they fixed that, would've hated to have anything that could deal damage for the soviet army.
Sniper: mostly the same as last patch except the aim time makes them feel far clunkier because it can take several seconds before they fire first round. Lost ability to man M3s, but who cares.
Shocks: now lose to such advanced tactics such as : 2xGrens shooting at them from any range (including point blank), 2x pios shooting at them from any range, 1x PG squad running up to them, a single scout car. A shocking waste of MP mostly.
Guards: got their DP damage upped by 33%, got the price of said DP increased by >50%, seem to have lost their super mosins so overall their damage will only be the same as before patch ONLY if you pay 100 munitions. But atleast they've got freaking mininukes in their grenade belt. Oh and seem to also have lost their 1.5 armor so huge mp bleed through them.
Irregulars didn't actually try. I'd actually expect irregulars to be super powerful now, because for 180MP you get an LMG42 or the new super DPs so that's a real bargain and the commander has ppsh. Could actually see regular use from some people now...
Partisans: don't own, probably not changed much unless they got some ninja nerfs on them. SVT version is probably more useless than ever, ppsh version better than ever, and LMG version unchanged.
Maxim: going to get decrewed by a single gren without lmg or pios or assgren or PG squad flanking them. Other than that nothing much has changed.
Germans:
Pios: the new king of the hill of the early game infantry war. These babies slaughter cons one on one while also dealing extremely well with shocks and guards and come with all the utility you've come to know and love. No point in the flamer anymore though.
Grenadiers: Largely obsolete, due to the game now even further penalizing bolt action rifles, M3 armor being such a joke there's no point in fausts, and teching being so slow you're never going to see a T70 or M5 again. Oh and the pios which provide far better cover for MG42s now.
Grens(LMG42): Still an ok weapon. Still has issues with mobility
Grens(G43): These got buffed too, because as we know G43s were underpowered. Lost a bit of long range DPS but gained a huge amount of short range dps as well as not being affected by the haha penalties on bolt rifles. Probably only reason to go grens if you plan on upgrading to these.
Assgrens: like pios except with combat veterancy and combat related abilities. Use them if you don't mind being locked to the commander tree, but remember that pios make extremely good replacements.
PGs: Mostly the same ownage train they've always been, except now facing mostly neutered soviet infantry. Just watch out for multiple ppsh cons, those still hurt. Good thing there's no reason for them to really outnumber you with the 280MP cost.
Osttruppen: Beat cons when they start in cover now. Can fire on the move now, but thanks to the bolt rifle penalties coupled with their innate accuracy they will not hit the broad side of a barn. But for that same 200MP price you could have pios that don't need cover, don't need to worry about moving, can repair, and don't need a specific commander, so why bother?
MG42: somewhat more likely to get sniped by cons on the first volley or in general if the cons are in heavy cover. Apart from that nothing has really changed here.
Sniper: got a large survivability nerf, for some reason. Not worth the risk really.
222: the new flameht. Somewhat less surviveable but a lot more maneuverable and far stabler DPS output at all ranges. Also cheaper. Also good vision, for what that's worth. Only natural enemy is mines really.
251: a scout car without a rotating turret or upgun option. But can reinforce. But you could just build a reinforcement bunker instead and save the precious fuel for more 222s or heavier vehicles so I'm not really sure they're worth building.
Overall balance: ppsh spam or bust for soviets, and even then it's a ridiculously uphill battle. Lots of build variety early game...purely for germans, soviets really have zero choice now.
Great post! I also want to add that after increased scatter for artillery at max range, soviets are even worse than ever.
Time to play Germans if you want to win and enjoy the game. |
I have concern about anti tank grenade. The rage was reduced from 50 to 20, meaning that kiting with German tank is even more easy now. You just keep it at medium rage and backing up all the time while upper mg will shred consqript squad into pieces.
Why not apply same changes to German Faust?
Figure, when grenadier squad gets in close proximity to soviet tank, and OH player hits the "Faust button", two seconds animation begins. If red army player perfectly reacts on time and backs up his tank, he will still get fausted, even if by the time the animation is over the tank is 70 meters away.
My point is that it is clearly said "to prevent Thor effect".... but Faust has Thor effect as well! And with such broken mechanics the total distance of Faust is 60-70!
The other concern is decreased damage of soviet barrage ability. I need to test it first, but so far it looks like a really nasty nerf to Soviets. There are a lot of soviet weapons that rely on high damage output of their barrage: PM-41, HM-38, ZiS-3, SU-76m, ML-20, B-4, and finally the Katyusha. Nerf to barrage ability makes less use of Soviet T4 and artillery. The whole concept of SU-76m was that this is a very fragile tank that dies to like two shots but it is very very lethal at far range. Now what????
I think most of these changes will not work towards late game balance, however improvements made to infantry are very appealing. |
Of course, this patch will have few rough edges here and there, but I still would like to thank Devs for huge ammount of work done. Thank you! |
I've consulted my magic 8 ball.
A commander with Guards is now required.
That is all.
Yeah, like the one with Hit the Dirt and ppsh upgrade.
During late game ML20 howitzer and 180 muni shturmovik will rape Germans ignoring green cover.
This is definitely an interesting patch but I'm afraid it will give us lots of headache. |
And who is hosting this event? As I understand, this is in UK? Are there a lot of coh2 fans? It feels like the majority of players live in US? |
choose doctrine with Guards if you struggle against bunkers/FHT
Not necessary. Ignore bunkers until you get t70 or su76m |