Yeah, the problem can be mitigated by running in circles. He will spend time microing the truck while you just move around. It's still bullshit that needs fixing, since the really dangerous part is when the truck lumbers in a firefight and disrupts your rifles/scripts. Early game is already bad enough against OKW without the monster truck absurdity every time.
I don't know how they can fix it, however. Maybe just make it as vulnerable as the ambulance to small arms fire. |
Well, too bad sturm pios loose to rifles if rifles are kept at range and if he approaches you, he WILL loose mdoels and the fight.
That's pure RNG, however. Yeah, I've had rifles shred incoming Sturms and force a retreat with barely a model loss; other times the Sturms arrive losing 1 model max and then they wipe the floor with the rifles in seconds. If the Sturms are in equal cover at medium or short range, however, they win. Given that this engagement can easily dictate the tempo of the entire early game, rolling the dice like that is just not acceptable.
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I do think it's a bit silly that you are forced to glue your rifles to green cover or 2v1 them while spending ammo with rear echelons to be able to beat the OKW's starting unit. Sure, they're expensive to reinforce, but 2-3 of them, if used well, can wrestle map control like nobody's business and USF don't have any reliable early counters. Grenades are too expensive and lack punch, BARs at 60 ammo apiece come too late, more rifles won't help unless you play heavily on the defensive since they drop like flies to MP44s. The Lieutenant tangles with them well enough but 50 fuel is a lot and means no ambulance for you.
Maybe having 2-3 Rear echelons might do it, to use rifle volley more often. But then you're in huge trouble as soon as vehicles start hitting the field because they scale horribly. |
On its own it's relatively balanced, heavy cover or buildings beats it. It's when combined with Sturms that it becomes ridiculous, since it stops you from moving around the battlefield and makes rifles very easy prey for the pios.
And it becomes scrap metal as soon as either the captain or the utility car shows up. Sturmpios are the problem here if you ask me, not the kubel. |
I really like the US faction. Plenty of option, flexibility and mobility, a very robust roster of units, and their tech/upgrade system is unique enough to make them interesting. Great job on those guys. I still think they could have used a heavier tank like the Sherman jumbo or something that can slug it out with at least a Panther, rather than having to rely on both Jacksons and Wolverines. Bulldozer Sherman doesn't seem to do, well, anything to tanks.
The OBW I'm less of a fan of. The truck system sucked in OF and it still isn't the best (especially the one that can defend itself from any light vehicle). Their units are a bit, I don't know, gimmicky? Pioneers that shred other builder units, AT gun that gets in buildings, a bevy of superheavy tanks (again), inflexible ''obersoldaten'', I don't really like their roster.
On the balance front, it seems pretty good. Certainly a far cry from when the base game was released, and let's not even talk about Opposing Fronts. I'm fairly satisfied thus far. |
The only thing that's too powerful on them is the retreat killing modifier. That's really just not required and stupid. Apart from that, they seem balanced, it's a mid-late game powerful, exclusively anti-infantry unit, of course it should pack a punch, and if the OBW player builds his T3 early on to get them he's stuck with a building that otherwise has very costly units sans the Luchs.
Oh, and yeah the name is just stupid. What is this, Wolfenstein? |
Thread: SSSSS22 Feb 2014, 18:18 PM
Soviet truck: 120mp 30fu.
German truck: 120mp 30fu.
Soviet one dies to 1 mine with 0 chance to survive, german one backs off with engine damage.
This is what you should compare instead of mine costs.
And if they are fine at higher skill level, then they are fine overall. You don't balance competitive RTS around medicore/bad players, you balance the games for high skill games, where balance matters most.
If you are at disadvantage because you're not good enough, then improve yourself.
Soviet sniper is safer ONLY against vet0 german sniper, otherwise its in just as much danger due to better and more accurate german weapons.
Snipers survivability is fine on both sides. Their killing power is also fine on both sides, at far range german sniper shoots twice as fast already after most recent nerf to soviet sniper.
And I'm saying the comparison is a useless one since the Teller mine, being twice as costly, can be expected to be better. Sniper teams both cost the same and shouldn't have a similar disparity in performance.
And my major problem is not sniper vs sniper (albeit the burden of micro being on the German player is kinda iffy) but that germans simply don't have a good counter to snipers early on. Infantry gets sniped, no good; mortars are pure RNG; 221 completely sucks; counter-sniping is way too risky before vet 1 arrives, and FHT arrives too late and is countered by any savvy Soviet player fairly fast. A buff to the 221 seems a logical solution to this, light vehicles should beat snipers handily, and a garrisoned M3 certainly does. Besides, Inciendiary round only works if both models in the squad are bunched up, and it's not like decent players will sit around their teams providing you with such opportunities.
Besides that, I think increasing the reinforcement cost of the sniper's 2nd man would be a viable nerf. Losing him should be a blow, since in equivalent situation a German sniper would likely be dead. 120 mp at least, and 180 would be acceptable too. You want a survivable sniper? Pay for it then.
And before you say anything about me being a biased fanboy, I play more Soviets than German. |
Thread: SSSSS22 Feb 2014, 16:03 PM
That makes as much sense as doubling 251 transport costs, because soviet M5 can die to a random teller mine while 251 will always survive soviet mine.
That would make it fair after all, right?
Teller mine = 60 ammo
Soviet mine = 30 ammo
German sniper = 360 mp
Soviet sniper = 360 mp
As for the sniper war, the thing is they're equal only at higher skill level, where the German player can use micro, camo and vet ability to play around the disadvantage; at lower skill levels, it's very easy for the Soviet player to just a-move his sniper and not worry overmuch about it. 221 completely sucking doesn't help either. |
This is where you are wrong. 2 cons should be able to charge through the arc and 1 should be able to reach molotov range if the ostheer player doesnt change the target the MG should shoot. But by no means I want to see 1 cons squad being able to run through the arc into MG face and be able to throw molotovs
That's true. It was like that in vCoH and should be like that today. MGs are meant to suppress one unit apiece (assuming no micro). Not to negate entire groups of infantry by simple virtue of existing. Even the Dushka (or however it's called) cannot do that. |
I would remove it auto-targeting infantry (and give the same change to all AT guns). Or at least a hold fire. But apart from that it's fine. 480 MP (merely 120 more than a PAK) in exchange for a massive no-tank zone in the current T-34 focused meta? Yes please. Having hard counters in that situation is fine. Last thing we want is a repeat of the British emplacements of sillyness. It needs heavy support, sure, but that's a fair price to pay, and Soviet artillery is almost all doctrinal anyway. Don't pick the doctrine against an opponent that goes T4 is all.
Once the MG42 gets buffed it will also help protect it from infantry better. It IS a bit too vulnerable to Ooorah unless you got an Ostwind sitting on it or somesuch. But the unit doesn't need more durability or firepower and synergize very well with other Ostheer units as it is. |