As I have messed around with the different Guards I have noticed they each have some funny quirks. IF you have any for other units please post.
Penals:
1. If you manage to pick up any LMG it is a good idea to upgrade that squad to PTRS as the opponent wont be able to tell from a quick glance.
2. This trick does not work well with flamethrowers, if you order the Penal to attack a LV it will attempt to close in and attack with Flamethrower instead of staying at max range with PTRS.
3. Picking up just 1 PTRS allows a regular Penal squad to use AT satchel while still having most of its AI.
Airborne Guards:
1. If you pick up a weapon the DP upgrade will drop to 40muni and only give you 1DP.
2. If you pick up a weapon, going for the PPSH upgrade is the better choice as you get cloak and smoke. So you can have a LMG42/5PPSH that can shoot on the run which makes for a great chase down squad. This also allows easy usage of 1st strike as you now have an LMG squad that can get a camo bonus vs trying to stay stationary and hoping you shoot first with just PPSH.
Assault Guards:
1. IF you pick up a weapon you can no longer get the Thompson upgrade.
2. However, if you upgrade Thompsons first you can still pickup another weapon. Flamethrower is a great choice as you will dominate all short range squads. LMG is also good as you will do great damage at all ranges. Shreks/Zooks work extremely well also as Assg get a unique reload bonus at VET2 along with zook specialist. So you end up with a do it all squad.
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Thread: Tips and Quirks10 Aug 2022, 14:43 PM
In: COH2 Gameplay |
Thread: Guards vs Airborne Long Range10 Aug 2022, 14:15 PM
What is rally? If your talking about the rally point that is only available in Airborne but not Terror Tactics. Airborne ACC vet is overall worse than the other Soviet elite units also but probably to late to address. In: COH2 Balance |
Thread: Guards vs Airborne Long Range10 Aug 2022, 11:50 AM
If your a Penal player, I would assume you would know at best you will have 1 Vet2 Penal at CP2, if all your units have seen equal action you might have all Vet1 Penals. The moment Guards hit the field and get DPs they are similar to or better than Penals at ranges 20 and above. At R20 Guards do 15.7 while Penals do 18.7, that is comparing 4 models to 6 because I am not sure if the PTRS damage figures are accurate if you include them Guards beat them at R20. And just so we are clear, Guards Vet1 is not being used for DPS calculation. You also need to remember that Guards will Vet faster compared to AI Penals since they can reliably damage and chase away if not destroy LVs. Next you want to upgrade Penals with PTRS, that now means you have 1 squad that is now useless in an AI battle. 3Penals/1Guard is going to beat out 2Penals/1PTRS Penal/1LMGAirborne thru sheer DPS along with Guards PTRS having way better performance due to the bug. Now you might want to include Airborne VeT1 ability into this, that pass takes about 3-4 secs to come in. Moving and resetting your units separately will negate it just as it would in you weak example of the OKW blob vs maxim. Literally breaking the blob into 2 smaller blobs would completely negate and force you to retreat just as it would with regular Guards. Now the weird thing to your arguments is that you act as if Guards have to stay in fighting positions for their performance. They don't, they just perform better when they are. So PW/Stuka/nades/air strike/mortar will do the same to them as any other unit, also they can retreat while in fighting positions I am really not sure why you brought that up. In: COH2 Balance |
Thread: Guards vs Airborne Long Range8 Aug 2022, 10:52 AM
I think we are pretty much on the same page, however you will keep the cons because late game they will be the meat shield and can merge in with your guards squad to keep MP cost down while keeping their staying power. I think you have a misconception about me, I am also a Soviet main. I watch several 1v1 matches by different casters, a Guards commander is a staple of almost every Soviet player. I personally literally go out of my way to not use Guards commanders and go for Airborne/AssG/Shocks. I have posted several games were I attempt to not use cons/Guards to various degrees of success. In 1v1 I got to about top 200, I have switched to 3v3 and got to top 100 but I mostly float at 200. Keeping Penals and switching to reg guards would make most of my matches quite a bit easier in terms of micro. The AT performance obviously helped as I did not have to upgrade PTRS on my penals allowing me to keep pressure. But, in my own experience I couldn't really explain why I could pressure units at long range when in my mind Guards were worse the Airborne. The video helped explain that they were doing full damage even behind green cover. At the time Guards hit, there will be plenty of green cover over the entire map allowing them to build vet faster than they should and bleeding their opponent faster than they should be as their is that bug with the PTRS. What happens if that bug is ever fixed remains to be seen. Full disclosure: I am ranting because LMG Airborne/LMG Paras are some of my favorite units. In: COH2 Balance |
Thread: Guards vs Airborne Long Range7 Aug 2022, 21:37 PM
Honestly. Sandbags cover to cover fight between late game units is silly. Extremely silly. I can't remember when was the last time I fought green to green cover with vet3 paras/rifles against obers, grens.... While I do agree that it is silly to test sand bags for late game, all testing is done under ideal situations that are not 100% replicable in game. Fire fights are started at the same time for both squads which hardly ever happens, one unit usually needs to get in position before it starts firing so that one will most likely lose if units are fairly evenly matched. Using only light cover will most likely just show Obers dominating all the LR squads as the other units have worse EHP compared to guards. I will not pretend to understand the RNG system but I would assume using green cover allows the fight to take longer so that RNG can smooth out compared to testing several light cover battles were a lot of the fight depends on if Guards get favorable RNG with PTRS.
So for Guard motor if your replace Guards with Shocks/AssG/Airborne Guards do you think it is better or worse? The maps have favored long range squads for a while now, and as you said most maps are lany and open so it is fairly unimportant when Shocks are good because it ain't happening often enough for it to pay off. You are still making wrong statements about "Guards". AssGuards are not long range so they do not come LR in all their forms. Airborne Guards do not need to be immobile to fire their LMG. While they do drop weapons their weapon drop rate was reduced significantly. I do not mean to come off as snarky but you seem to talk about "Guards" as if they aren't completely different from each other. What is many games? Are you talking about games you play or games you watch? I would place more emphasis on higher ranked players as they know how to handle in game situations best. So using tightrope as an example when he lost a squad(Guards) he replaced it with more Guards. Hell he even titled the video "Guards make Soviets easy mode" where he uses the team focused Guards commander with howi and bomb drop which is probably the worst one for 1v1. It is pure foolishness to replace Penals with more Penals in the lategame. You should be replacing them with either cons or Guards where cons can merge and damage engine while Guards help create the chance to snare the vehicle due to PTRS and button. Point being that there is more to Guards performance than just commander abilities or raw DPS. In: COH2 Balance |
Thread: Guards vs Airborne Long Range7 Aug 2022, 17:32 PM
If regular gaurds are so good or even op why dont we see them in every game? Guard Motor Coordination is the most picked doctrine in 1v1. They are a staple in most elite players load out for a reason. If you watch any cast you can hear audible groans or complaints that soviet is going with the same old thing. Yes, Guards are 2CP 360MP but their upgrade is only 75 muni. Airborne are also 360Mp with 100 muni upgrade for similar or worse long range performance while also lacking any AT capabilities. Paratroopers are the 360MP squad with the 120 muni upgrade. The issue isn't that Guards can compete with Obers, it is that they do a better job of competing with Obers while also providing AT support as a Generalist unit vs the aforementioned dedicated long range squad. Button isn't a problem in and of itself, the issue arises when you have an overperforming squad that also has this ability which then synergizes well with Mark Target and T3485/ISU152. You said Guards aren't the issue, tell me which Soviet Elite is better than them. The Guards version of a commander is always better than the shocks version and if you replace Assault/Airborne Guards with Reg Guards the entire commander gets better. In: COH2 Balance |
Thread: Guards vs Airborne Long Range7 Aug 2022, 15:11 PM
I agree with both statements. I have tried to think of different solutions such as giving them the same camo as PPSH, better vet, or better DP base stats. I think your right in giving Airborne firing positions would solidify them as the LR soviet squad, maybe make Button a VET1 ability for Guards to smooth out their utility. As both squads can perform suppressing fire that would be hilarious to see. In: COH2 Balance |
Thread: Guards vs Airborne Long Range7 Aug 2022, 14:55 PM
I think we are coming close but missing each other. In any situation the Guards lose so should the other Elites, however they have a situation as you described that has a 50% chance of winning. The generalist should not be able to outperform the dedicated squad especially in a easily replicable situation as both VG and cons can lay down coverage. The doctrines themselves are a separate issue, they overperform due to how well the Abilities synergize with each other. Mark Target>Button>ISU152 is a nightmare to go against. But none of the abilities buff Guards in AI performance so not only do you have a unit that can pressure all infantry up to Obers you also have a Unit that can apply some sort of pressure to every enemy vehicle. To show what I mean, lets replace long range squad for Long range Squad. If you place Airborne Guards for Regular Guards in Airborne Tactic it literally becomes even more powerful than Guards Motor. AT Strafe is back on the menu due to AT Strafe, while mid game is buffed even further due to additional INF presence instead of having to get a AT gun. OR we can look at Terror Tactics which is already another great commander but more for team games. Button plus heavy bomb drop is now available against tanks. Little to no AI is lost due to Guards performance. But if we look at it from the opposite and place Airborne into ANY of the Guards commanders it is an immediate downgrade.(Would probably actually help with balance) In: COH2 Balance |
Thread: Guards vs Airborne Long Range7 Aug 2022, 14:22 PM
Exactly, if Guards ain't winning neither are the other LR squads as they all have very worst RA except for commandos. And even that is about the same, Guards have a Target size of .66 while having 6men while Commandos are 5 man with .65 target size. The point I am making is that Guards will perform the best regardless of no cover/light cover/heavy cover. Why is the generalist better at the LR job instead of the dedicated specialist. And since you mentioned IR STG, they at least have to move in for maximum damage vs any of these squads, at max range they will lose despite the cover bonus. But lets take that example and look at it from a different perspective. Lets compare IR STG vs any of the allied Elite short range squads. Out of Paras/Airborne/Shocks/Rangers/Commandos/AssGuards they will most likely lose to Shocks/Rangers due to durability and Paras if Tactical Assault is used. The others are gonna lose due to camo detection and AssG being a bit weaker overall. I would assume most would consider this fair trade off as they hit the field earlier and are cheaper overall. Yet since they are all short range they all have the great equalizer in the lucky nade. To sum up what I am saying is Guards long range Performance is BS as they have utility, EHP, DPS, along with the potential to merge with conscripts. Guards should be toned down. The performance between the other LR squads should be looked at as they aren't quite as balanced as the short range squads. Video Guards win 50%, Airborne 0%, Commandos with camo 25%, Paras 25% In: COH2 Balance |
Thread: Guards vs Airborne Long Range7 Aug 2022, 13:45 PM
But, as you said earlier it requires a lot of RNG for the PTRS shots to hit. Yet even with that RNG, the testing done by GONK showed that they won 50% of the time under probably the best conditions for Obers as they are behind indestructible green cover. To put it another way, a Generalist elite with the cheapest muni cost performs the best against arguably the best LR AI infantry in the game. Airborne 3DPS get soundly beat, LMG Paras perform ok despite arriving at 3CP and 120muni while LMG Commandos needed to fire out of camo to perform ok. All these units are AI only with limited utility, they should be rewarded with better performance in their intended role. Gonk only ran a handful of tests but a pattern was clearly seen. In: COH2 Balance |
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