Gren MG 42 is fine, tripod MG 42 could use some slight buffs. Even if they just increased the burst time, or better yet, shorten it but make it burst much more often (then you get more consistent suppression and less "WHY THE FUCK AREN'T YOU SHOOTING?!" moments we all hate.
Personally I'd like to see it act like that at longer range, but burst longer at closer range, so people charging right on in get a face full of lead for not flanking.
I didn't even think of that. To perhaps fix Conscripts just crawling up to it, maybe as they get closer the MG-42 shoots longer bursts at them, resulting in an earlier pin? However, they last longer (and may not get pinned at all) staying farther away and / or crawling out of the cone of fire.
Interesting thoughts, I like it. Also, another "WHY THE FUCK AREN'T YOU (blank)?!" moment is when I tell them to get out of a building but they immediately set up. Still have no idea why that's not fixed. |
MG-42 isn't very scary on the battlefield, sure, and needs tweaking in my opinion. Conscripts just Oorah! into it, get as far as they can get, and crawl the rest of the distance to get off a molotov. Kind of bullshit.
But what you're recommending is ridiculous. And I put that kindly. No insult intended.
If you want to improve machine-guns, start with allowing the player to face them when they are garrisoned in a building. Unless you can already, and I'm just a noob. |
The problem isn't realism.
Personally I have found that at long range it's a toss-up between the 221 and M3, but at mid and close ranges the M3 win every time. 222 wins at all ranges, but it's still pretty awful that you need a 50 fuel tech, 15 fuel, 55 munition vehicle to beat a 10 fuel* vehicle.
*Due to Soviet starting with 50 fuel and T1 being 40, the first M3 is essentially fuel free.
That's the problem. How some Soviet players think needing "a 50 fuel tech, 15 fuel, 55 munitions vehicle to beat a 10 fuel vehicle" is reasonable cannot be explained by modern science. |
Aye, well mannered request for help indeed. im sorry. terribly so
Learn to understand his frustration. I agree that *some* of the Soviet strategies are broken and need a serious looking at for the sake of both factions. This is one of them. But the more we help players such as VetLOLCake overcome the ridiculousness, the more they can contribute in discussions.
As for advice to the OP, couldn't have said it better than Heini. Play patient against M3s. If you can pounce on one, go all in and kill it. Panzerfaust with an MG-42 there to shred it to pieces. For snipers and Maxims, get a mortar and flank, flank, flank! Don't forget the smoke barrage. The 222 is a good counter for the snipers, but again, be patient. Force them to retreat, and know when to back off instead of chasing them through Guards for example.
I will appeal to your feelings. Yeah, the Soviets have a lot of downright bullshit strategies. But the players that use them will never be as good as the ones who don't (and still win). If you can learn to beat those noobs who explicitly use "easy-win" strategies, you'll feel pretty confident.
When I started playing Tales of Valor, it had already reached its final state of balance. With the exception of a few spam strategies, any other strategies that I thought were "broken" were actually balanced. Because I learned to be a better player, deal with it, and totally pwn them into the earth. Even got called a hacker on a couple of occasions, because to those guys? Those strategies are supposed to be unbeatable.
Now, in CoH2, see this as a challenge to better yourself. Don't drink the Hate-orade like I do. |
thanks for feedback, we've been actively looking into some of these items.
all the best
Eagleheart21
Thank-you, it is appreciated. |
- 222 is useless because... M3 0.50 cal kills it fast
Not to mention if there are Guards in the M3. |
Katitof, how often have you managed to defeat this kind of strat? (replays vs similar-skilled playrs pls) Or do you use it yourself and that's why you're refusing to look at the problems it causes in game? I tried to see your playercard but couldn't... Is that because it's all Soviet?
I saw a replay vs Stephenjf recently it's on here). The guy he's playing says "I won't start with an M3 because I don't want to cheese you in our first game".
It's spoiling games. Even some Soviet players know it.
I'll quote Barton, arguably one of the top players:
"Game is almost balanced if you don't count early OP vehicles like M3's, squad wipe mines, 2 squad snipers and not versatile infantry units"
Katitof...
You must have missed where he defended the Soviet spam strategies, saying something to the effect of "that's how they are designed" (in other words, deal with it), but then complained about the spam in vCoH. He's no different than anybody else who defends their favorite faction, where nothing is wrong except this, this, and this are UP and need buffing.
Let's face it. Spam is widely accepted by the majority to not be fun, whether that be using such strategies or playing against. This goes for the Ostheer, Soviets, and now the OKW and Americans. There's a difference between not having to rely as much on combined arms, and outright spam. I do not seek mirrored factions. I seek fun, fair, competitive play.
This cannot be achieved when both sides have useless, unused units, for one reason or another. The sniper play is imbalanced, so getting the German sniper is way too risky and not really worth it. Especially considering in the current meta, the Soviets field so much infantry that I'd just rather get another Grenadier squad or two. For the Soviets, the SU-76 and T-70 see hardly any action. Fixing these units (as well as a few more, Panzergrenadiers, 222, etc.) might be a good way of promoting combined arms play.
I use MG-42s against M3s, but they have to be supported by Grenadiers. Also, it doesn't provide the best results. If anything it feels like a temporary attempt at salvaging the situation and praying you can hold out, rather than a counter. |
If "bad play" works then it is good play
If "good play" fails then maybe it is not good play
By "bad play" I was referring to losing entire units, and spam tactics and strategies (i.e. abuse of the game). The former is not punished nearly hard enough, at least in my experience with the Soviets in 1v1 / 2v2. The latter is rewarded, again, in my experience with the Soviets in 1v1 / 2v2.
I must question your honesty if you're going to sit here and tell me that is the same good, fun, and balanced play we all know and love from vCoH.
And maybe if good play fails, it isn't being rewarded, like I said. |
Comebacks are ok, OP units are not. But what unit is OP and why? This is a question for which many players will give different answers, and none of them objective, because there are to few players that don't favor one faction before the other. There are many fanboyism acusations here writen by the other's faction fanboys. So the open-mindness needed for balance is almost completely missing here. Unfortunately.
That is a great statement. "Comebacks are OK." When are they OK? Not every match.
Glad we agree on OP units though. Everybody on here has their own opinion for each thing, and that is fine. The people who are unwilling to be open-minded create a problem. I mean, we have people defending Soviet spam^... Those who want a synthesis of play are few and far between. Happy to have met one. |
That is one of the greatest issues, if not the greatest.
The fact that "spam-play" or really low level play in general is rewarded, or at least goes unpunished, which thus often punishes good play. This goes back to a game I played with a friend on Semoskiy, where we had them 'Semois Pinned' and yet they still can get out many T-34s (at least five) and even an ISU-152.
It makes me wonder if those two issues are, in fact, symptoms of a resource system that is also fundamentally flawed. Maybe I'm wrong, but now that every point gives the player fuel and munitions, if said player has been pushed back almost into their base, he / she can sit there and gather resources for a couple minutes until their next attack.
I'd rather comebacks be difficult and challenging than too easy and a common, expected occurrence.
P.S. As for the Soviet Scout Car, being a recon vehicle Relic needs to undo the buffs bestowed on it. It should be fast and nimble, but therefore very vulnerable to any enemy fire. One panzerfaust should kill it to be honest, if not disable it so badly that it's a sitting duck for any amount of small arms fire.
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