Soviets building only two buildings is not that big a problem; hell, the Amis did so too in COH1 most of the time, as many matches ended with them building T1 and T3 only.
The thing is, the American buildings were just more versatile and powerful, as well as (important) much faster to build. One could say all the upgrades for riflemen were crammed into the Soviet HQ, but it's pretty clear that conscripts are worse in a fight than rifles, so you end up with a weaker early game unless you build T1 or T2 fast. The thing is, they take ages to build, distrupting your map control, and every unit in them is fairly easily counterable by what the Germans have in T1 with the possible exception of the sniper.
Then the two factions have a similar model when it comes to elite infantry, but I can tell ya I much prefered rangers (medium AT with powerful AI) and airborne (Light AI with powerful AT) to guards (medium AI with light AT) and shock troops (powerful AI and nothing else). And, the fact that T3 and T4 for Soviets costs so much in one go doesn't help. The American supply yard helped to reduce costs there and it so accessing T3 for them was pretty doable, as well as getting T4 later when it became necessary. I have almost never seen a Soviet player get T3, then tech to T4 even in an extended game (and just never vice-versa). It's just too expensive and time consuming to ever consider.
IMO, build time for Soviet buildings across the board need reduction. Screw the ''it costs more, it needs more time to build'' nonsense as it simply favors Ostheer for no good reason. And/or, maybe decrease the cost of either high-tier building once one of them is built. Say, by 100/30, so backtechiing ends up being a reasonable solution instead of complete madness. |
Yeah I had a game where the same AT gun (normal shot) killed two of my snipers, probably cost me the game what with all the guards and penals running around willy nilly. It also happens with the Soviet sniper, except you can simply retreat him if it comes to that. My opponent's sniper actually sat a good 3 second under vet 3 gren LMG fire at medium range and survived to tell the tale. I think the RNG in this game is driving me more and more insane that I already was, eh.
Anyways, I'd say yes to more HP on snipers, not much else. They're supposed to be fragile. But if target tables were back, you'd bet I would advocate for AT guns to have 0% accuracy against infantry. |
Houses on cutoffs are making you angry? If anything they are more difficult for the Germans to deal with than for the soviets. Molotovs work just fine (and come sooner than rifle grenades). Typically every house has at least one blind route to let you close in with a single conscript to molotov him, or just use two scripts from slightly different angles of attack. Hoorah the first one, they might get within tossing range before being suppressed. The second squad should have no problem getting within range. If the machine gun doesn't pull out they'll risk losing the entire squad.
If you are still having issues with an mg in a house the problem probably lies with the Germans outnumbering you in that location.
As I said, it's a more general concern and happens against both factions. Molotovs are also hit-and-miss, especially in larger houses they often don't deal that much damage. You're better saving for a flamer, but then they get focused and RNG might dictate that the weapon explodes after a few seconds, robbing you of 60 ammo.
I shouldn't have brought it up anyways, I was angry as it happened twice in a row.
The point remains; Germans are easier. Maybe it's just me. I mean, it's possible. But I struggle much less when playing as them since last patch. Beforehand, conscripts could beat grenadiers if they had superior cover and/or got lucky. Now it seems they have no chance of winning whatsoever unless the grenadier ubersoldat are out in the open and conscripts are in green cover (and even then, beware the surprise riflenade!). Running up to molotov never works against any half-decent player and missing the throw guarantees engagement loss. And they don't have LMGs yet...
If you manage to enter mid-game with a good footing, Soviets can usually start turning the tables if they play well. But early game seems a constant uphill battle against grenspam, every single time. |
OP exagerates, but Germans are easier to play, that much is a certainty. Grenspam into ACs into P4 will beat most builds used by most players with minimal efforts. Grens will almost always beat conscripts 1v1 so you can seize map control. Only thing that can counter that is snipers or Maxims, but ACs counter those. Then P4s or Ostwinds depending on what you face will melt anything short of a well-microed front of AT guns and T-34s.
Also, this is a more general concern, but houses on cutoffs are starting to piss me off. Damn things can get downright invincible, doubly so when covered by an MG, and the only real counter (Mortars) is way too RNG based. Sometimes it barely dents or misses all the time, sometimes it shoots the building down in 1 shot. |
I just played a game, and yes there's two degrees; light is what you get most of time, the result of an AT nade or a light mine. Heavy happens sometimes (rarely) via AT nades and more often via heavy mines like the Teller or lucky shots from big shells (ISU-152, Russian howie...). Heavy damage means the vehicle might as well be immobilized, yet they can still use Blitzkrieg; it doesn't make them go very fast, but still. When a tank's engine is literally on fire, it shouldn't be able to go faster than a crawl no matter how good the crew is. |
You are critically misunderstanding me.
I mean a reduction to where it moves only slightly faster than engine dmged speed.
Approx. x0.5 engine dmged speed, so roughly walking speed.
Enough to finish it off when overextended, but also enough to crawl around a corner when its just the engine crit.
I thought I had been quite clear on that, but there is clarification, nonetheless.
Ah, that's better then. we agree the ability is broken as it is. By engine crit, do you mean light damage or heavy damage? I'd say light damage means simply a speed reduction like you said, while heavy damage cancels out the ability completely until repaired. |
Speep reduction is sufficient.
Otherwise also vehicles that have like 90% of their hp will also have their Vet disabled by a si ngle ATNade/Faust.
Speed reduction barely makes a dent. It still goes just as fast (maybe even faster) than it would without engine damage, and the ability doesn't last for 2 seconds either.
Sorry man, but considering how hard it can be to cause engine damage even when the other guy is downright reckless with his tanks (which should definitely be punished), I just can't support leaving it as it is. I use it too when I play germans, and it's way too powerful. Panzers are solid enough as they are, they don't need a secret, uncounterable Hyperspace button on top of that. I don't care that it's a vet ability, everything in this game should be counterable by good play from your opponent. There is no proper counter to Blitzkrieg, you just let out a sigh as the Formula 1 Panther magically ignores those two mines it drove on yet again. |
It's extremely annoying to manage to damage a Panther's engine via a well-placed mine or an ambushing Conscript squad, only for the damn thing to activate its ''lolno'' button and barrel down towards your Katyushas at light speed anyway. Or bring a P4 to low health, only for it to get vet 1 by being hit, then immediately activate Blitz and almost instantly get the f out of dodge.
Yes, it's an earned vet ability (for what it's worth; a P4 gets it after 8 kills, which is easy to obtain). No, it doesn't mean it should be the get out of jail free card it is now, especially when the vet ability on Soviet tanks is so lame (I have infantry for capping, thanks Relic). If you still got your engine damaged despite your heavy/medium tank suddendly driving faster than a T-70, you fully deserve to lose access to the ability, vet or no. |
Thread: T34/8521 Oct 2013, 21:48 PM
As it is, T34/85 just isin't worth the cost. It's the single most expensive unit in the game, but it sure as hell doesn't have the same impact as an Elefant or IS-2. Sure, IF you use Mark Target, IF they're up against a lone P4, IF you use guards button, IF you ram with one (assuming RNG doesn't shit in your hands), they can be viable, but those are simply too many ifs. With the biggest price in the game, they should have a big impact, but they don't.
I'd buff their firing speed (to 6ish seconds) and reduce cost (to 310/110 per, hence 620/220). As for making them an upgun, Relic has made very clear that it's not in the works. It would be cool, but for whatever reason they adamently want the mainstay of the Red Army in the game's time period to be reduced to a situatinal call-in. But if they DO relent, I'd say the upgrade should be ''unlocked'' for a price (say, 200/60) and then require ammo to upgun your T-34s, about 75 would be OK. |
Decreasing the firing cone is pretty much the only thing that's needed, IMO.
Not sure, the problem is not that they're unflankable, it's that flanking them is not rewarded enough. You can park Conscripts right behind them, and they can still pack up, redeploy, and start firing while losing 1-2 men. In VCOH, getting rifles behind MGs meant retreat or die,and it should be that way here too. |