Well, to be fair, that still sounds problematic. We'd then have the dichotomy of "Sniper never dies and inflicts free MP bleed constantly" or "A light vehicle shoots at the sniper and instantly removes 360 MP from the adversary and any of its vet", which is probably a noticeable snag for "Game being fun" unless you particularly fuckin' love playing rock-paper-scissors.
It's one of those reasons why snipers are problematic design wise. In a RTS like CoH2, being able to bleed your opponent of ressources constantly without suffering damage in return is a big deal. Whereas ordinary infantry combat and vehicular clashes often involve both players sacrificing something, with the better player coming out on top.
At least it's not as ridiculous as in CoH1 where snipers are so OP that large portions of the 1v1 meta revolve entirely around them. But I still think snipers should be more fragile to small arms. It's depressing to Oooorah conscripts next to an Ostheer sniper, your opponent notices it too late, but still manages to get away even if you pursue it. |
Maybe this is actualy the problem.
No it's not. Grens are worth every penny of their 240 mp cost. They lose to rifles, obviously because of the price difference, but that's why MG42s and snipers are a thing. I also found that G43 grens equalize the playing field to a fairly significant degree, as do a PGren squad for soft defense against rushes and grenades. I never felt I lacked the tools for blob counter as Ostheer unless it really hit critical mass, and then there's P4s and Pwerfers to even the odds. |
The difference is that Rifles with 2 zooks give up much of their AI abilities, and unless you back them up with expensive Airborne that means US's major advantage (superior infantry firepower) is nullified. So while on paper a zook blob can put the hurt on a KT, in effet it doesn't work very well since it has lower alpha damage than shrecks, is locked behind tech, and Volks are still able to do decent AI damage with their rifles and can be backed up by non-doctrinal elite infantry.
Sustained DPS of handheld AT is not the most useful of statistics for them too. Unless the tank was snared or badly microed, it's almost never going to take more than one volley anyway.
And of course, OKW's major advantage is not infantry, but armor. So long as they have the PIV, Luchs, Panther (especially Command) and KT, they can afford shrecked Volks. Unless a US player is very good with their squishy Shermans, relying on armor for AI is a more difficult prospect. |
But that's I'm saying. Balance comes from the top levels, but perceived issues from the lower levels can still indicate something important, if different - there's a gameplay design problem.
That's why, I think, OKW got their fuel costs as well as popcap adjusted the week after their overhaul. The popcap issue probably affected all levels of play including good players, while the fuel costs possibly hit lower skilled and team-based games the most. In the end both were addressed. wisely methinks.
Yes, balance should come from the top down. But the game should be fun and as balanced as possible for everyone. Hence touching the early game of any faction needs to be done with kid gloves even if it affects pro players the most. |
It's just a fact that snipers shine in the hands of pros, being a high maintenance but high reward unit by design.
I do think that, while snipers being hardier against explosives help so that they don't die to stray mortar rounds, I'm more iffy about their anti-infantry durability. I've had snipers survive being explosed by infantry several times because of their high HP and armor, or even win a semi slugfest against grenadiers, IMO this shouldn't happen. Individual squads catching snipers should kill them swiftly. |
The less FRPs there are, the better off the game is. They only promote blobbing. |
I get where you come from with USF, I personally think another big part of the problem is the terminator veterancy that allows their early success to transition into almost total infantry dominance once the rifles get their veterancy and upgrades. Problem is, that's a design flaw in USF where they only have one non-doctrinal infantry squad and nothing else to build until they spend fuel, so the faction lives and dies based on how well rifles perform.
I actually think USF needs a bit of an overhaul, a rifleman nerf while also shuffling their tech tree so they have actual early game options.
For Soviets, I'm not sure the problem is that big. Surely conscripts aren't dominant at any point of the game vs competent players. Guards + Maxims may be another matter entirely, but for many lower skill Soviets players (me amongst them) they're what keeps you alive vs the OKW blobs of doom. So any nerf to that setup would need to be very considerate if you ask me. Yes, balane should be done at high levels of play, but ignore the rest of the playerbase and you get BS like OPKW the week after their overhaul. |
After testing it in games, a lot, yeah I've concluded that while conscripts have a use vs Ostheer, vs OKW you might as well not bother on many maps unless you get PPShs later on.
The only consistent scenario where conscripts have a chance against Volks is if they begin the battle at close range, and preferably if they are vet 3 (with Volks having vet 3 too, of course). Any other scenario, Volks walk all over them easily including with a shreck. And if you're in close range, guess what, you're also in grenade range, and forget about trading grenades because theirs is actually useful and isn't telegraphed years in advance.
In city maps, the match-up is somewhat even (but then Sturms fuck you up instead). In open maps, like Johnny said, forget it, give and just get Maxims. Your concripts are going to be cut down again and again if they can't surprise the enemy. Transition into Guards as soon as you can, at least these guys have a chance against the Ubervolks. |
SU-100, doctrinal heavy tank destroyer. Slower than SU-85, but penetrates damn near anything from the front.
For Ostheer, Panzer III doctrinal light tank. Plugs that hole in their roster a little between fragile 222 and medium tanks. |
Change the mortar pit into an actual mobile mortar. Then you have solved like 90% of the issue
I don't know why everything has to be based around emplacements again
I'd just make emplacements able to move.
Like, give them a long (10 seconds+) pack up and set up time so they aren't used like conventional weapon teams, but allow them to relocate
And yes, base howies need to be able to hit something. 2 barrages should be enough to level a garrison 100% of the time. |