I think Soviets are in a good spot vs OH, but suffer a lot against OKW. Conscripts are basically a non-issue vs Sturmpios, struggle against Volks increased durability and grenade, and don't even have the DPS to properly engage the Kubel. Penal troops fare better, but going T1 means you have no AT whatsoever if they decide to go for AAHT. To counter that, you can go T3... but after you'd better end the game fast or float fuel for a doctrinal heavy because OKW panzers laugh at your T-34s. T4 is in a weird spot; the SU-85 isn't so good, SU-76 is Ok but won't do anything special, and the Katyusha was nerfed too much.
Going T2 vs OKW means your Maxim micro must be up to par, since as I said conscripts will easily lose to their infantry. You then need Shocks to supplement your troops, but that pigeon-holds you into certain doctrines.
Overall I've found that T1 to T3 works best. You need to pound the OKW to dust early game in order to have a chance. Vetted penals do rather well for themselves generally. A sniper works well and can be good against Obers but must be microed because they kill it in 2 seconds. Bring out a T-70 or T-34 to start picking off infantry, then save for an IS-2 or T-34/85s. Shocks are useful but always support them, especially against Obers. |
So you beat a blob also by blobbing? How shocking.
Also, this doesn't respond to the issue of how to deal with blobs early game, especially as OKW.
What's with the hostility? I build 2 M8A1s and 1 sherman. That's not blobbing, it's building counters to a blob of grens and PGrens my opponent was using.
I don't play OKW much, but the buffed Kubel helps, as do well used Sturmpios thanks to their big DPS. A bit later, the infantry support gun on some map is really powerful.
Plus, blobs early game = your opponent is giving up map control unless it's a team game. Cap around him until you get the counters, smash his blob, gg.
Look, me and others have given several tips all over the thread. You can consider some of them and try to improve your play, or stay on the forums and wait for everything you don't like to be nerfed. But only the first option will improve your chance to win. |
There will always be blobbing. It's a crutch that bad players use to obtain success, just like all-in openings in Starcraft II. You will never truly get rid of it.
But as I said, counters exist and they work. The only blob I have problems against is the Volks + Obers one as US, since it has solid AT and also immense AI potential. But I usually win by spamming Stuart howies or HE shermans. As Soviets, blobs are usually very manageable. Demo charges are a lovely thing. |
No instead it has oorah and smoke,plus far lethal small arms.
Ooorah doesn't break suppression, grants no suppression resistance, and comes on two fairly fragile units. A far cry from Fire Up!, which came on very tough elite infantry and allowed them to completely disregard suppression for 10 seconds.
Smoke is also a viable tactic that requires skill and planning to use. It's a natural counter to MGs, as it should be.
@Sluzbenik: The only thing that would be possible is giving a suppression modifier against very blobbed infantry. But even then, if the enemy is blobbed that way, he's just asking to have his shit decimated by heavy tanks, explosives and artillery. Against any semi-good player in this game, blobbing is not a very viable tactic. Each faction has at least 4 solid blob counters, the Soviets more than anyone to compensate for their MG sucking against blobs. |
You mean like if 2 (say) Shocks attacked a MG from different angles and beat it? Because that's a perfectly valid counter. MGs are supposed to suppress one squad or several very blobbed one, not to act as a forcefield against any and all infantry in their arc. They do that job well, I find.
I don't know, after playing COH1, the blobs in CoH2 just don't scare me that much. After the zombie gren hordes, rangers that can ignore suppression, PE STG44 blobs that ran over anything, and the dreaded brit blobs, there's nothing in the second game that can really unnerve you. You have counter for blobs, they exist and fuck them up real good, and all factions have them. MGs are just there to allow you to line up the counters more easily, late game. |
Uh, because an Ostwind is far more expensive than a MG since it costs, you know, fuel and is a dedicated AI vehicle instead of a support weapon?
And yes the logic is valid, if you expect an early game unit to single-handedly counter several late-game unit that cost much more in price.
And if the rifleblob has lots of bazookas, it's just easy as hell to smash with your own infantry or heavy tanks. Zooks are pretty bad against anything with real armor and rifles have no special mobility to run down tanks, as well as a shitty AT nade.
I am sorry, but there is no excuse. Blobs are counterable with what's in the game. It's not enjoyable to play against, but it's perfectly beatable by all factions unless you play wrong. |
No one wants MG teams to be that powerful. What we do want is MG's to do their ONE JOB effectively.
Right now you can put an MG into green cover and 5 squads of obers / riflemen with BAR's can simply walk into its cone of fire and kill it without even getting suppressed before it dies.
What is the point of suppression if it can be broken by just attack moving your units forward without even trying to flank / use tactics?
Why is your MG without support? Do you expect 240 MP to stop (if 5 Obers) 2000 MP of infantry by itself? I sure as hell don't.
Also, yes it will suppress even Obers rushing at it. No way it won't. It will die shortly if alone, but it will. Then again that's like asking a lone AT gun to do anything but fire 1 shot at an incoming rush of 5 Panzer 4s. If your MGs don't help you deal with blobs, you are using them wrong.
And yes, if the enemy has overwhelming numbers and firepower, not having to use tactics against a lone unit is normal in any RTS game. What, do you expect that the game will make his units explode if he bunches too many of them together? There are numerous blob counters in this game. It's up to you to use them. One T-34 will counter any number of Obers. 1 microed Ostwind will counter any number of rifles, for a start. If they are suppressed, it becomes even easier. |
Properly used MGs save the Maxim are useful against blobs at all stages of the game, since unlike CoH1 this game doesn't have silly shit like Fire Up! or heroic charge that breaks suppression. In the early game, it suppresses infantry faster and you mop up with other troops (sturmpios, rifles, grens). In the late game, it suppresses slower, but you have much more potent blob counters on hand with various tanks, artillery, and elite infantry.
An MG is not supposed to be sat there to be forgotten; you need to position it well, in cover if it all possible, and micro it to respond to the flow of battle, not to mention support it properly. The battlefield becomes increasingly deadlier for MGs, sure, but that's why you use other units as meatshields. |
Thread: Panther13 Jul 2014, 14:05 PM
I say give it 55 range, a slight fuel cost reduction and lessen its fire on the move penalty. It should work as a mobile tank hunter, I don't see the point of giving it more AI. |
Lol yeah their target priority is AWFUL. Makes me so mad sometimes. At least they have hold fire now... but still... you'd think a dedicated TD would you know... shoot at tanks or something.
''Commander, we got the enemy Tiger's flank in our sights, aligning gun for kill sho-''
''STOP. Target that guy over there instead.''
''Uh, commander we're a tank destroyer and-"
''Silence! I like his hat. It's a nice hat. Kill him so that I can grab it!''
As for the other TDs, I'm pretty sure it's them needing a buff that's the problem, not Jackson needing a nerf except maybe a slight speed nerf or manpower cost increase. I mean, who ever builds SU-85s, or Jagdpanzers, or (lol) StuGs? There's got to be a reason. Methinks it's because they underperform. |