Haven't made them for a while so I decided to scratch my itch. Eventually got them to Vet3 so they turned out ok.
The guy lined up against me went command P4 with PG Shreck/LMG Gren blob. It got me pretty good at first T34 wasnt consistent enough to kill so went back and forth until he got caught with a double team.
I also got a panic puma with a RAM, and repaired the T34 to RAM another day. Got a few RAMs for my teammates to finish the job.
Once my army got settled down and I got Su85 his blob tactic stopped working. Used Katy to bleed him and Dshka to slow down pushes from him and his teammates. |
Not really a good game I got an extremely early Gren Wipe with my sniper and the guy gave up on my side. I thought he was playing defensive but it seems he just started messing around once I killed his teammates sniper.
Around the 10 min mark a couple LMG grens push and thanks to the rng gods both dropped their LMG so 2 Penals with LMG. However a 3rd LMG gren arrives and drops his LMG. Now I got Schwarzenegger squads running around wiping everything they see. Eventually we attack their base and pick up 4th LMG.
Penals+any german LMG=insane DPS. PG were literally melting once I hit vet3. |
I always get excited when I play with a fellow member. "Him, him, I know him"
Decent game, we started strong with good control of our fuel and middle. Our team also pushed their gas pretty hard, they gave up on pushing our gas and started doubling Fox to wrestle control back. I decided to go for KV1/Guards to put down bunker and lay mines in case I had to keep pushing/flanking. Saw an oppurtunity and attacked OKW med base destroyed it but lost a squad. We were fairly ahead at this point that USF player got a little careless and got their stuart stolen. Annoying but fairly easy to push back, I managed to get a KV1 out at around 13mins and USF got Sherman so we were still in dominant position. We pretty much bully them until they start to roll out panthers/P4J. They finally start to get things going their way as they avoid our gas but double far side of map. Eventually Tiger/TigerAce/KT hit the field.
Game is slightly in their favor since my KV1's are unable to push reliably so I try to bait them to attack me but they are to cautious. I eventually see a chance to attack half health Tiger so I rush my tanks in while USF backs me up and UKF keeps KT busy. I lose both tanks but we kill both Tiger/TigerAce, Panther and a few units. I have a massive stockpile so I rebuild tanks and we keep pushing to close out game.
We probably could have closed out game earlier if I had committed both my KV1's earlier but if I failed I would have been left with nothing. |
Thread: Fun 3v318 Feb 2022, 22:10 PM
Fun game, huge swings in momentum.
I opened with sniper only got 2 kills before it died, was being cute trying to get a shot off but ended up retreating to late. Obviously bad opening but we slowly turned map to our favor. Held map control for a while and then a serious of misplays let them take over. My SU85/KV8 were badly microed, ally was IS2 stalling and Brit went from dominating to losing both his tanks trying to dive a Panther and running over a mine. After holding on for a bit my SMG guards got SEVERAL wipes and stole a MG and RAK which shut down a few pushes. Ally/my SU85's got some key kills which finally let us hold on to stars.
Fear propoganda comes in clutch when your trying to hold or push a VP. |
1. You are not the only one, everyone has had issues with that. I think it is server side.
2. Game is buggy, shit happens.
3. Had this happen, what happened for me was 1 model was unable to retreat so it stayed in front of mg while rest of squad was in base. Got pinned until the model died.
4. If you are moving to much some units take a bit of time to sit and shoot. Happens to me with Penals, but trust me every one feels red units are to strong.
5. Some Meds have extra health such as T3486,Ez8 etc
6. Annoying but not sure what the cause is. IT aint just you.
7. No idea.
8. This one I have noticed quite a bit but specifically Sturmpioneers, they will fire at max range while Penals/airborne lmg/Rifleman/conscripts will not return fire it is extremely strange. I have comp stomped and played OKW and noticed the same thing. 1 or 2 Sturm models will fire while the opponent would not fire back my guess is something with weapon profile..
9. I think it is a map bug, heard that it happens on specific maps but no idea why.
10. It is part of the game, I have literally come close to uninstalling and swearing this game off forever. In 1v1 I have been playing Penals and depending on commander T3476 spam. If RNG doesn't roll my way I am fucked due to unit performance and Penal scaling. Like others have said you don't remember the good rolls only the bad. It happens. I have switched to 3v3 and tried to mix up strats a bit. Try different things and try not to get to worked up. |
Saw Tightropes game with Soviet reserve but no commissar. Decided to try PPSH with commissar since the attack buff should in theory make them put out a decent amount of damage. Since their reinforce is so cheap the rec acc nerf isnt so punishing. The game itself wasn't that great, my team won by a large margin but I just wanted to give the combo a try in the name of science.
I suck with conscripts so my opening was very passive until I got my molotov and then blob going. Luckily I was on the city-ish side of the map which would allow for some PPSH shenanigans. Got a couple good attacks in however I did keep my PPSH in a a team of 2 so extrapolating performance is a little hard. There were 2 "skirmishes" with vetted PPSH around 15-18 min mark where a bit of damage was done solo before 2nd squad helped. The damage done even while retreating was huge, didn't get the wipe but in team games were more is going on it might be a great way to get that dreaded off screen wipe. The rest of the commander worked out fairly well, weapon drop is cost efficient and howi is always good for team games. Didn't use rapid conscription since I was extremely focused on trying to get a good battle between a PPSH squad vs anything.
Couple random thoughts:
I thought the commissar wasn't supposed to be able to pick up weapons or crew weapons? Picked up flamer and crewed at gun.
When my HOWI got decrewed I couldn't see it, it looked destroyed but in replay it is there. Weird.
For the math wiz like MMX(wink wink) could you do a calculation of what the DPS would be for conscripts,7man,PPSH,Penals to see how big the benefit is.
Thanks for reading. |
DevM, thanks for the well thought out reply. It does get kind of old watching the same thing over and over in. Any small changes that you think could help even things out? |
You mean squads or models? Also why this arbitrary number?
Edit: anyway let's be honest, you can't have a good answer to this. Let's take three examples why debuff for "blob" isn't working.
1- Your answer is squads. So this mean that 4 squads of 3 models, 12 models in total, would receive the debuff while 3 squads of 4 models, 12 models in total wouldn't.
2- Your answer is models. So this mean 4 squads of 4 models, 16 models in total, would receive the debuff but 3 squad of 7 (conscripts), 21 in total, would not receive the debuff.
3- Your answer is an arbitraty >16 (4 squad of 4 models) then again 3 squads of conscripts would receive the debuff while not being particularly any better than 4 squads of grenadiers or 4 squads of Obers or Falls.
Then goes the usual implementation dilema, if I have 4 squads close-by defending my area Am I blobbing? etc...
I think it should come down to squad number and spacing. For your first example your worrying about model total as your comparing squads. The way the game is balanced the 4 squads with less models would represent mainly axis(Ost, OKW elite, Tommies)these squads already have higher DPS to compensate for their lower model count. So receiving the debuff would make sense since it would be stronger than the 3 squads with 4 models. |
great fix on paper. Terrible from a playing the game for newish players pov
Not necessarily, if the game showed a negative debuff over the infantry as seen during certain abilities it would push new players away from blobbing in the first place. The bigger issue would be the increasing debuff, it would be extremely hard to implement correctly now. A simple 10-15% rec acc debuff when 3 units or more are within say 15m of each other would be easy to implement.
Hopefully COH3 implements something similar from the start, for COH2 any rec acc debuff can create new issues and make others even worse. Using OST as an example, early pushes would be expensive as hell due to large target size and 4 man squad along with expensive reinforce. G43 upgrade would need to be tweaked to see any use while Gren mid/late game with LMG would hardly be affected due to long range profile. USF would be screwed all game long due to close range profile. |
The commissar abilities:
"Not One Step Back"
"Hold the Line"
can now be used on snipers
It has been usable on snipers since at least the feb/mar 2021 winter patch. It is an ok boost that requires lots of micro between two support units. To get the most benefit it would require using conscripts with sniper for screening and snares while also keeping MP usage to a minimum. The downside is obviously the lack of early pushing power and near elite performance of Penals when used in conjunction with the Commissar. |