This is such nonsense. ''Run out of tanks''? You do realize they kept producing them with a vengeance even in 1945 because Soviet production facilities were intact, while the Germans insisted on using their few remaining infrastructure on producing over-engineered panzerporn that broke down all the time, when it wasn't bombed to oblivion by Allied air superiority, and outside of a few battles didn't even perform all that well?
But yeah, sure, keep thinking the Soviets had poor equipment and no tactics. They must have won the war by sheer luck, I presume.
Also, talking about ''human wave tactics'' is just laughable . Who formed things like the Volksgrenadiers and Volkssturm and sent them to die in droves with minimal training again? |
Surely, it is known fact who won the war. However, did you consider there are 4 factions in the game. Which period of the game are you talking about and which period of the history is covered in the game(41-45 really)? Whether we are talking about 41,42,43 or 44 largely depends upon the composition of the formations and integration of the weapon systems including the doctrine adopted. I do not see the real hard battles in the western front except the landing. I do agree tons of hard battles in eastern front anyways. And I need someone to remind me rommel's plan regarding how to prevent allies landing. There were tons of analysis on this. The purpose of simulation is to test validity of doctrine or strategy. For unlimited munitions, recall the surrounded ardennes. There are many possibilities. These possibilities are studied by simulations rather than entertaining COH2 style which is "abomination" of the purpose of serious wargaming. Btw, it is fun to play under those stressed situations which tests the limits of the lower and upper level commander's capacity. Recall some of the situations in Manstein's Verlorene Siege, though it may have flaws.
COH2 is a RTS, not a serious wargame or a historical treaty. It's a game, made for fun, that uses late WW2 as a backdrop (hence all the heavy panzer porn in multiplayer). It's also meant to be balanced, and war is never balanced. So any talks of realism beyond ''this unit existed and was used that way'' is completely useless. |
Well, at least he is more familiar in the historical prospects(organization, formation, doctrine, weapon system compositions,...) than you are as far as I have seen you in your streaming. Balance itself is a reflect of the doctrine adopted by military organization for simulation. You should back up your statement by facts(i.e. statistical facts of weapon systems performances). The scale in coh2 of weapon system is not up to corresponding realistic operational scale anyway. It is a game not reflecting the reality but the dream.
Okay, let's have balance reflect realism.
Allies auto-win every game thanks to having unlimited munitions for support powers, complete air superiority, outnumbering Axis in every battle, having access to veteran soldiers as opposed to the dredges of the Volksturm, and Axis have all their vehicles heavier than Panzer IVs break down every so often because of how crappily they were designed. Axis also cannot retreat without being shot, have their fuel transferred to trains that bring Jews to death camps, and periodically have the player's order overridden into suicidal charges by some madman sitting in a bunker.
Because, you know, realistically that's how the war looked like in 1944/45. Sounds fun doesn't it? |
I find that, against OKW, back-teching to T1 only to get snipers is worth it in case of Obers spam. Starting with T1 is weaker than I first thought, since indeed Penals get crushed underfoot by anything meaner than Volks. But if I ever see I have some amount of manpower, and I don't suspect a vehicle coming soon, grabbing a sniper can greatly help to bleed elite OKW infantry and even the playing field for Guards, Shocks, or even conscripts. Vet 2 conscripts can beat any infantry with sniper support.
About Guards, I do find they need some love. Nobody gets them because their AI is average, especially against OKW, and their AT sucks apart from gimmicky button. For a 360 MP doctrinal unit that needs ammo spent on it to be good, in the WFA meta, that's just not enough. I think they could use an optional SVT40 upgrade that makes the whole squad grab upgraded versions of them to become a deadly AI platform while ditching the PTRS which is useless against anything bigger than a halftrack.
Penals ditch their SVT40s for good old Mosins, and get both a cost reduction and a role change to short-range DPS only. They should be fragile, but have excellent DPS at their range if the can get in close. Conscripts should in turn get something that differentiates them. Some historical higher-quality Soviet weapon that's not in the game yet, or give them some sort of AT option. These two units are just too similar. |
I don't agree with his assessment of the OKW at all. It is definitely among the top factions in the game, certainly stronger overall than Ostheer or Soviets; the only thing that makes so they aren't overpowered is their relatively poor early game, that's actually not that poor, and of course the resource penalty. Their units are almost always among the best in the game, and a good player can use that advantage and run with it. Once US early game is nerfed, I wouldn't be surprised if OKW becomes the best faction, in all game modes, for good players.
I mean, people bitch about Volks, but that's only because they lose to Rifles a bit too much. A core infantry that's durable, has a good grenade, gets incredible vet bonuses and shrecks is not underpowered at all, and the faction already has so much elite ranged infantryalready, adding an LMG42 would be ridiculous overkill. It's more than enough that Panzerfusiliers, Falls, Jaegers and Obers are all capable of putting out massive DPS at mid or long range. The faction also gets very strong units like the Puma, Raketenwerfer and support gun, as well as powerful doctrinal units.
About teching: I'm actually in favor of normalizing all faction's teching costs with Ostheer's. I feel that they tech at the right pace, it's the other factions, mostly the WFA ones, that just tech too fast and can bring out shit like the US AAHT or the Puma way too early. |
Fix it's damn target priority. That's the one thing it requires. No tank destroyer has any business firing at infantry, and especially not one that's so incredibly vulnerable. Hold Fire is not enough, it just means you must micro the thing even more. That works for good players, but average ones have few solid AT options as US, while Axis have a whole bevy of easy to use ones.
Also, the OKW has a good counter to Jacksons; Pumas. No seriously, try it. It's fast as hell, kills the Jackson in 3-4 shots, is much cheaper so you can have 2, and is fast enough to dodge shots made against it, or so it seems to me. It's even good against Shermans to a lesser degree. |
I still think the rockets should be more spaced out. The squadwiping potential of this thing is bloody ridiculous. Lower its cost a bit to compensate. |
Flame weapons are of limited usefulness against Obers. They chew Penals to pieces before they get in range, and engies aren't even a consideration. Sure, you can ambush at close range, but given the randomness of flamers even that doesn't guarantee a win, and late game ambushes become less effective as the map becomes blasted apart.
Na, the only true infantry counters to Obers are vetted shocks backed by a microed sniper, I found. |
It's also a shift in WFA: previously, the most elite infantry of each faction were close range. Shock Troops and PGrens were powerful, but had to run up to something to start killing it. LMG grens had longer ranged killing power, but needed to spend ammo and it came on a fairly fragile platform. Even in COH1 it was that way; Thompson rangers, STG44 Stormtroopers/PGrens and Commandos were their faction's best elite infantry and were all short ranged.
But in WFA, you got a bevy of elite infantry with insane long-range DPS that can just sit back and chew through anything that's not as leet as them almost effortlessly. 1919 Rifles and paratroopers, Falls to a lesser degree, vetted Panzerfusiliers, and of course Obers can all lay down a lot of hurt at maximum, a-move range, and the last can also ignore cover and has bonus against retreat. It has made the battlefield far more lethal for infantry late game. I don't really like it, and it makes the elite infantry of the older factions seem a bit inadequate. |
The problem is you still have quite a large fuel gap between the ZiS and the SU-85. If you went T1, you can have no non-doctrinal AT whatsoever until you sink 200+ more fuel. And it's not like your doctrinal AT is any good, either. There's a reason you rarely see Guards in 1v1.
Those problems are kinda absent in 2v2 where it's easier to have multiple AT guns, or have one player go Guards, or have someone go T-34 as a stopgap with the other gets SU-85s. But in 1v1, Soviet's lackluster AT until doctrinal heavies roll in can grow into a problem. |