I think they are okay. Though I have problems to use them correctly. Obviously they are meant to be used mid range, but neither do I know where mid range starts and ends, nor is it as easy as to keep your unit either super close (Smgs) or on far range (Rifles). Thus I never know whether they are being used to their full potential or not.
Best use I found is to plop them in cover relatively close (IE max grenade range) to the enemy. The cover + their received accuracy makes them tough, and their dps is still very respectable. I've seen people use them like Shocks and to me that's a bad idea. Shocks are meant to charge in at knife's edge and rip things apart, PGrens require more finesse but can be quite effective. |
PGrens are fine. They're probably one of the most balanced infantry units in the game. Effective, without being over the top like Obers. |
Thanks for the chart, Milka. So as you folks can see, in exchange for a nerf to very close range capabilities (which is more of a role change, really), Sturms got a buff to all other ranges, as well as a durability buff. So let's stop saying they were objectively nerfed. |
I'm just saying if Sturmpioneers were filth and the MG nerfs were justified because OKW received 100% munitions. Then I would say that we should all indeed piss on a design sheet while baby Stalin cries, simply for the reason that every other faction can build caches if I need a reason.
I'm not sure your argumentation makes any sense. We're talking about the buffs OKW early game got (boost to Volks, big boost to Kubel), what do caches of all things have to do with that?
And please, OKW got the most buffs out of the latest patch. The MG34 was brought in line as a cheaper, weaker MG than the MG42. Obersoldaten lost DPS on their LMG, like every LMG in the game (even friggin Partisan LMG). Unlike other LMG squads, they also got a buff to their rifle damage, so they still mow down any Allied infantry save vetted shocks and paras almost effortlessly.
Sturms also got a durability buff in exchane for the DPS nerf, so it's not like they were shafted, after the AssEngie nerf they are still the most powerful early game infantry unit. |
The Kubel part I get, but Sturmpios? In what way were they buffed? In fact I think they were nerfed(less DPS effectiveness at long range[still great short/med range though]).
They got tougher in exchange for less DPS, but for an assault unit I think that's actually a buff. They still got lots of DPS, the highest on an early game unit now that AssEngies are nerfed. Same reason people got defensive veterancy on PE MP44 squads back in CoH1; close range units already have DPS, what they need is toughness to actually use it.
It's not a buff that's as big as the Kubel's, granted. But I still think it's a slight buff. |
That's a delusion, one that would ensure this game NEVER reaches E-Sports. There has to be an early game, no one side should have an advantage in early game. Without the early game, no mid or late game can exist, and this would just become boring 2-5 minute skirmishes.
Play hard, play smart in mid and late game and you might just be able to make a dramatic comeback or a dominating victory.
Unit composition, wise spending on both Defensive and Offensive positions will allow for a better game overall.
It's why a smart German player will often have a couple bunkers and minefields and ATG's placed behind a specific line as a fall back position, which will either draw you to respond and weaken yourself, or force you to go around and weaken your position on that front.
The best response there is to try and set up a defensive line of your own and harass or build up to overwhelm the Germans position.. or get into an artillery battle, either way.
Do look on my playercard and see I play all faction, and considering my rank I don't think I suck either, before lecturing me on how to play. I play germans, my ratio is probably around 60/40 in favor of allies (mostly because getting games as Allies is much faster) but I play Axis a lot. I know how they roll. And in my perspective as a part time OKW player, I find the Kubel overpowered.
The problem is that, what you suggest would require Relic redisign the game (or at least WFA) from the ground up. As it is, USF have a late game disadvantage, thanks to the fragility of their vehicles and reliance on vetted rifles, and OKW have a late game advantage thanks to their superior veterancy, bevy of elite infantry and armada of powerful tanks, many of which are non-doctrinal.
The vanilla COH2 armies don't have a significant advantage at any point of the game (as it should be). WFA, however, changed things around and introduced factions that do. With this patch, which buffed both the Sturms and Kubels, Relic changed the dynamic and plugged one of OKW's few weaknesses (so-so early game) and indeed, probably made their early game the single best out of all 4 factions, while not touching the fact that they are hideously powerful once they manage to get the ball rolling. So as Allies, and especially as US, you are often fighting an uphill battle as soon as the game begins, and whis is magnified in team games. |
Taking out Kübelwagen with the M3 is not very problematic, utilizing the back .50 cal of the M3 can melt down a Kübel quite effectively.
I flank them and drive behind them, since you have two .50 cals its not really a problem to position your M3 properly.
However us forces have no direct counter to it. Rifle company does a good job and a quick M20 is the best solution.
It's not really problematic if you can avoid blobbing and force the Kübel constantly to reposition.
With Ostheer you have to play a likewise strategy against M3 heavy play. Keep your units together and wait for T2.
Nobody does complain about that.
Most replies I read feel like "uhhh the Kübel finally turned viable from it's former piece of shit status, I actually have to adapt... NERF PLEASE"
I never got the ''Kubel was useless before'' rhetoric. It was a perfectly viable unit that had strengths and weaknesses, like any MG in the game. I used them to great effect in combination with Sturms pre-patch. It tended to die by the 10 minute mark, but most MGs save the vetted MG42 become less useful by that point anyway.
Post-patch, however, it's been overbuffed into ''pay 240 MP to dominate early game unless opponent out-microes you or builds very specific counters and rolls the dice''. My games against OKW have become much more difficult between them and the buffed Sturms, and my games as OKW are often facerolls as I a-move my Kebels and pound most Allied openings to dust. If a Soviet goes T1, I laugh at his face, bust out the AA HT to which he has no counter whatsoever and it's often gg right there. Against USF it's even easier, until the M20 comes out the Kubel has pretty much free reign as the Volks go around and cap the map. And since the US player could not win the early game, the one point in the match where he's supposed to be at an advantage, even if he destroys the Kubel and comes back I usually have a Puma, HT, and/or elite infantry by then.
I feel the unit plugs the OKW's weaknesses too well. OKW is supposed to struggle early game, since their late game is so boss. But between the reliable Volks, powerful Sturms and the now monster Kubel, they really don't have any gaps in their early game at all, and that's without having to commit to any building/doctrine like the Soviets are forced to do. Playing as them feels significantly easier than playing as any other faction, Ostheer included. |
So basically, Kubel lacks the M3's 15 fuel costs and doesn't require a tier, costs 50 MP more, is relatively equal in 1v1 to it, while also being faster, more manoeverable and having a big suppression mechanic.
The only advantage the M3 has is being able to carry a squad, looks like. Which is easily offset by the Kebel's suppression. If the Kubel is to stay that way, it needs a price bump. Or it needs to become less fast on its wheels so that you can actually flank it. Currently unless you have like 3 squads against a lone Kubel coming from 3 directions, they're not going to do much.
As Soviets it's beatable, if annoying. As US, however, it's basically invincible to whatever you do until the M30, flak HT or captain is out. That's a pretty big window where the OKW player can push you around with near impunity. Your only hope is to have lots of green cover or buildings nearby. |
4v4 will never be balanced in any RTS. Even Starcraft's balance falls apart in 3v3/4v4, because there's so much stuff going on the tightly paced game balance cannot keep up and all kinds of nonsense can pop up.
And no, this isn't ''4v4 players are subhuman cretins''. This is just a basic reality of how games are designed and balanced. 4v4 is a valid game mode, but it's not where the competitive gameplay happens because it's not balanced for it, just like, say, League of Legends competitive gameplay happens on the 5v5 map and not the 3v3 one, because the game's design is optomized to play that way. Ranked PvP in World of Warcraft is on 10 or 15 player maps, not 40 player ones. Counter-Strike competition is mostly in 5-6 player teams IIRC. So on and so forth.
Relic could do more, I guess. Ressource scaling and all that jazz. But it's obviously a lower priority behind balancing the game for 1v1, and 2v2 to a lesser extent. |
T70 is op. Destroys infantry with that rapid firing 45. I wonder why more people won't use it.
Unless you like having a P4 break through your lines, or be owned by a Puma, you need the T-34's AT potential. T-70 isn't worth the 70 fuel when you can wait for the far more versatile T-34 at 100.
I mean, T3 already has pretty bad AT as it is. Delaying it even further by getting the easily contered and overpriced T-70 is just asking to be pounded into dust by Panzers.
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