Yeah, conscripts need help in the new meta. They're the only core infantry that simply doesn't scale. Grenadiers get a potent LMG and are reasonably tough, Volks are very durable and get shrecks, and Rifles are, well, Rifles. Meanwhile conscripts are reduced to AT grenade dispensers, and their molotovs are OK but not anything special, not to mention you still need to invest 40ish fuel just to get that amount of minimal scaling. |
Perhaps we could consider a different approach to rocket artillery and punishing blobbing?
Currently both the stuka zf. and katyusha punish them just by dealing massive amounts of damage in a blanket area, leading to squad wipes, buildings getting destroyed, etc.
And yet in vCoH the nebelwerfer (or was it the stuka zf.?) countered blobs simply by adding a lot of suppression to the rockets, as well as an incendiary damage-over-time effect. Hardly any squad wipes and nowhere near as effective against buildings, but the blob got punished anyway.
This could also leave the role of high damage barrage artillery to howitzers, which, other than the B4, see very little use anyway.
That's a good point. The damage race between artillery is not a very good design decision. Sure, it means they destroy blobs which is satisfying and good, but it has the side effects of easily wiping support teams (Stuka) or destroying buildings in two volleys (Kat). I wouldn't mind adding suppression to artillery at the cost of damage, so that it's not enough to kill a blob by itself, but allows your other units to mop them up. |
It's the most micro-intensive vehicle in the game. It's very powerful but incredibly fragile, which makes it very risky to use on the offensive without a giant infantry screen. One wrong drive in a PaK's range means pulling it back for repairs immediately at best, and destruction at worst.
If you want a decent counter as Ost, get PaKs or also a Stug to cover your heavier tanks. Jackson doesn't have the durability to quite win a slugfest against the cheaper Stug, and the heavies/PaKs protect against flanks. Same with Jadgpanzers for OKW, and Pumas can also track them down and destroy them very well.
Also, if your opponent has a massive infantry army as well as a few Jacksons running around, it may very well be you lost the match before it was out. |
well it was possible in a game that is 9 years older.
the pikemen dealt 8 damage against units but that damage got multiplied by 5 vs cavalry and 3.5 times vs light infantry
the skirmisher dealt 15 dmg and had a negative multiplier vs cavalry so it only dealt 12 dmg against it while it dealt 30 dmg vs heavy infantry
this could be taken further and somehow solve the long range vs short range weapon problem.
in this game it was necessary to kite with your skirmishers against heavy infantry. and melee units had a small resistance vs ranged fire so it would be easier to close the gap.
9 years apart and that game was more advanced in its core unit balance
and you tell me it is impossible to label units and give them these things?
are you fucking kidding me?
Not that it's impossible, but it makes balance a nightmare by having way too many variables in the mix. AoE III was fun, but it was not a balanced game.
They did that for CoH1. They had target tables where each weapon had X accuracy against Y armor type, against Z vehicle type, all that jazz.
It was a complete mess. Target tables meant Relic had to do a lot of fiddly adjustments because unit X would arbitrarily not be very useful against unit Y because the game said so. This was particularly bad in Opposing Fronts, where they introduced infantry that had more resistance to bullets than any other at the cost of being more vulnerable to flames, which to me is gimmicky and arbitrary. They also had some weapons have a hard time hitting some targets (AT weapons vs light vehicles) for no good reason apart from ''herp derp target table says you miss bro''.
In CoH2, they removed that, and I was happy with it. It doesn,t mean less faction/unit diversity either, the units in the sequel are just as diverse as in the original. But in CoH2 you got much less hidden, arbitrary numbers dictating balance, and that's a good thing. |
I like this map. It's large enough to promote movement and flanking, with still some buildings to allow for more defensive plays. It seems to me it also promotes team play by not being too linear like Minsk or Kharkov. |
if only soviets had cheaper AT infantry that also spawned from buildings.
Not that I think the Kat is fine, but if a Soviet player takes that doctrine he's pretty much already lost. Luftwaffe doctrine is semi-viable, Partisans quite simply aren't. |
It was overbuffed and needs a damage decrease, as well as a AoE or accuracy nerf. 160 damage is too much, it should be 120 max. Perhaps a small range decrease?
On the other hand, people saying it's useful against OKW trucks, well... yes? That's kinda a point of getting rocket artillery, especially when the T3 truck is a big area denial for infantry and light vehicles. If you put it near the frontlines, well, you're taking a big risk.
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Shrecks and puppchens lolz,2 puppchens can't bring health of easy 8 to half in reliable time before it 1-2 shots them...once he has 2-3 of these things no amount of shrecks and puppchens will help u since its AI and speed is so good.
And no fuel and scavenge doctrine are nowhere nearly enough to make up for the fuel.U'll maybe scavenge 10 fuel before 9 cp and convert maybe 15 at most.
I don't,but do provide an alternative to stugs and pz 4s midgame for wehr.Only pak keeps e8 from steamrolling u.So ostheer helpless earlygame to vet rifle blob plus truck,then also midgame to easy 8..so its not supposed to have any offesnive capability at all unless i get tiger?
I'm not in denial ,u are.When one can defend panther at 175 fuel and this even worse than t-34/85 which was alreday too cost efficient..i don't have to wonder aloud about ur utter pathetic bias.
Your first paragraph is pure RNG. I have had E8s fire 3 times at a puppchen's flank and not hit once, and its AoE is nothing special. 2 of them covering each other are definitely a good deterrent, if not a counter against bad players. Combine one with a Jagdpanzer (a very underestimated unit in these parts, it seems) and you can beat an E8 reliably.
it IS too powerful against Ostheer, but that's an Ostheer problem more than anything. Their T4 is too expensive and T3 can get lackluster in parts. The worst nerf the E8 deserves is a price increase to 410/150 IMO. That's still 150 gas for something that dies to 4 shreck or PAK shots, or 3 heavy tank shots.
Also, if your enemy has 3 E8s, that's 1000+MP/400 fuel. Why are you still fighting them with puppchens and shrecks at this point, unless you got crushed early game? |
If an E8 solos a KT, whoever micros the KT sucks.
But yeah, for cost it's a really powerful tank. A slight fuel cost increase might be in order. But please don't nerf the tank, for once US has a late-game unit that's not made of papier maché and can slug it out without needing constant micro like the Jackson. |
maxim has more range than mg42?
No, they are both 45 range. This guy is just wrong. |