Breaking news: T-34/85s performed worse than Panzer IVs in reality and much worse than Panthers.
I believe that statement for a panther but not a panzer 4. Do you have a source? |
Push with your AT guns and infantry. Bringing your t34s in first isn't a really good idea for a frontal attack. You are much better off staging a combined arms attack. Use the speed of your t34s to attack where your opponent is weakest.
I recommend 2 AT guns as it allows more flexability and firepower. If your opponent has a tiger out that means he sunk a lot of manpower into it and you can afford to get more AT to counter.
Your guard squads can also button vehicles which allows you time to outmaneuver enemy tanks or take them out with zis. If you are using guard-motor don't forget that you can mark vehicles for increased damage. |
Another thing: the panzerwerfer got moved from T3 to T4 at some point during the beta, but the announcer still says that "rocket artillery is at our disposal" when you finish teching to T3 O_o
Ok now that makes a whole lot more sense. "Medium armor and rocket artillery is at our disposal!"
I do like nebels a lot more than panzerwerfers, but I always liked infantry based artillery more than motorized ones in general. |
This is a guess, but I think guard squads were originally supposed to be a t1 unit and somewhere in development penal battalions got placed into t1 and guards were moved to doctrines.
Long story short, penal battalions are supposed to be the unit that fights german infantry head on in this game. It makes little sense from a historical standpoint, but there it is.
I'm one of the few people who is of the mind that penal battalions (from a gameplay standpoint) do what they are supposed to do. With the flamethrower upgrade, they can 1v1 any German squad.
Also worth noting: Almost every single doctrine has either guards or shock troops. |
Sluggish response – They are aware of this and are working on it. It has improved since release.
Cover – I think they are aware of this and are working on it.
Physics – I don't understand why they did this. Perhaps porting their code to the new engine was too difficult.
Reward flanking – This has been addressed. Why do you mention this?
Unit speed – I think it's fine. It feels more strategic. If I see a p4 at the top of the map, I know I have time at the bottom of the map before I have to deal with it. Positioning matters more with slower units as you are forced to make commitments.
The same logic applies to low small arms fire. The game is trying to favor strategic decisions over knee jerk twitch reactions. The RNG component is probably too significant though I agree.
Resources – I agree, you don't want an entire game to be decided in a matter of seconds. It's an ongoing struggle for superiority. Losing the map does greatly affect your tech speed. Note that normal points in this game provide fuel and munitions.
I like the tech speed as it is in the game now since I find the early game the slowest part.
At guns – I remember how AT guns were in COH1 and I liked them a lot better. If a tank was anywhere in that firing arc it was punished severely for it, and with such speed that reaction time was a factor. AT guns in coh2 have their place though.
Maps – Not a bad suggestion. I don't think narrow corridors favors either faction though. |
Pretty much what the title says. What unit or units do you miss from coh1/opposing fronts or vCOH? Units that were in those games but are not in this one. This is just a post made out of curiosity, and I don't want to start a list of copy/paste units for upcoming DLC commanders.
Try to include in your post:
What was the unit.
What did you like about the unit.
What's the closest COH2 unit in feel/style, and what are the differences from that unit.
-Alternatively you can list a unit in COH2 that has a very different feel from any of the units in the coh1 games and make similar comparisons.
Thank you all in advance for indulging my curiosity. |
Rush a flame half track. Maxim spammers lose out on map control when they build t2 get to the fuel first.
Snipers work pretty nicely against maxims. It is difficult for t2 to counter a well supported sniper.
As far as the su-85 is concerned consider getting at guns or panzershreck squads. Don't mass armor. Save it for something large like a tiger, panther or elephant which are easy to protect. |
Blitzkrieg + Panzer Smoke = WTF |
I don't think the T34-85 should be in t3.
I think the T34-85 (as it should be balanced) compares better to a panther than a panzer 4. It should remain as a doctrinal call in since it really does not fit in the soviet tech tree. The only way I can see it fitting in the tech tree is as some kind of upgrade or high tier unlock.
Also what wooof said. Keep in mind that presently, the axis stug assault gun is not very good.
Edit: T34s are good against anything short of panthers or tigers, and they are cheaper than panzer 4s. |
This thread sounds like a plea to end community negativity.
I remember reading an article about how Heart of the Swarm threatens to end many Star Craft 2 Professional gamers' careers because it's too much of a change for them to adapt. I get a similar feeling with some hardcore vCoh players. They have grown so used to playing a specific sort of game that any change that causes them to lose their edge frustrates them. It's natural to have a player base like this and it does not bother me personally to see such negativity. Part of the reason why these players are so vocal is because they want developers to reintroduce the mechanics that gave them their edge from the previous game.
I don't think you should worry about this group, but your general concern about lowering numbers in players is legitimate. I predict this game will have a solid, yet small community of core diehard players and that will be the base for the long term life of this game. You could argue that quality interaction is superior to quantity and for that reason I don't mind such a future for this game. |