I think perhaps increasing Molotov range to something just under rifle nade range might be interesting as well. You need some way to force grens out of cover without getting shredded. That's the big issue.
I like this idea a lot actually |
The changes are a complete u-turn on many of the previous changes that were made to improve the game. Since this is a drastic change why didn't they make it the beginning and work on it from there? Now again we have to wait for how long before incompetent relic fixes things as silly as pios being a match to cons?
Most likely because the company was in the middle of an overhaul from the top and they had deadlines to meet and wanted to release something stable and playable. Now that the game is in a decent spot, they are continuing to make the game even better from a tactical standpoint, which I think is what we all want (we do, right?). The old conscript spam into armor was Zzzzzzz. Rush up to everything and chuck a mollie. Over, and over. This is a step in the right direction. Pios need to be adjusted for sure, as do grens. Aside from that I think the patch is great. |
This is new patch in one picture :
XD That was pretty eye opening |
Honestly though, you guys should try going T1, Conscript, Penal, M3, Penal, Conscript, Guard, 120mm, T2, maxim/atg, wait for dual T34/85s....its pretty baws. Micro your Scout car just out of range of grens, use it really agressivly against the people building more than 1 pio, and think outside the box. Works quite well. |
I agree with the general sentiment that the russians need some help, but lets try to keep this thread concrete and constructive. All the crying about how your conscript spam isn't working isn't going to get us any closer to finding ways for the soviets to compete, and it certainly isn't constructive enough feedback for relic to work with. If you guys want quick change, start making posts that are actually constructive, rather than just raging and posting a "clever"(irrelevant) meme picture about the current state of the game. These forums are almost unreadable in the 1-2 days following a major patch. If I were working for Relic I wouldn't even bother browsing these forums until at least a week later when everyones blood has stopped boiling and are thinking rationally again. |
I think both of the 250 HT commanders have a better place in this meta now that T3 vehicles are delayed a bit.
This also makes irregulars and partisans a little more useful, as the Ost LMG is delayed to T2, and the fragile russian units will have a longer window to fulfill their role as harassing infantry. |
Armor decrease on units has no impact on tanks like IS2 or KV8 or even the mortar, unless you're talking about the coax guns which isn't exactly their selling point. Armor is only effective vs small arms fire, not explosions or flame. Grenadiers are exactly as weak to these units as they were prepatch. They're actually more weak to infantry now because they don't shrug off shots at all. Their lethality is substantially higher but survivability for guards/shocks/pgrens/grens was just straight nerfed. Not complaining either.
Not being able to build both tiers will impact exactly 0 games for me in 2v2 or 1v1. I have never built both tiers, though I guess in bigger games this might be more relevant. Soviets T3/T4 have always been too expensive to tech both so this doesn't really change anything imo. If I feel like I've had the edge and want early pressure I'll go T3 and if I'm worried about heavy armor I'll go T4. I'm not really defending lack of options, but realistically this is how it has always worked. It being more expensive doesn't really change much.
Pioneers do need a minor DPS decrease and conscripts could probably use the RoF increase that riflemen got in vCoH when at medium/close range so that they make up for closing the distance, but otherwise it's remarkably close to vCoH volks/rifles dynamic. Which is great.
It feels like most soviet players (I'm guilty of this as well) are so used to 4-5x cons into some armor into victory. It looks like this meta doesn't exist anymore and you're going to need mortars and machine guns and whatever else to supplement the force. Ignoring that and trying to make the old builds work is just an effort in frustration. Give it time to develop, be flexible. Then make suggestions.
Quote for truth man, thanks for the post! I'd also like to add that the retreat modifier was a nice touch, it has made keeping squads alive much easier despite the much faster casualty rate before retreat. |
He confirmed that soviets aren t designed to be a flexible army.They are designed to just spam a type of unit over and over and over again until the enemy gets bored to death.
In starcraft 2 there are 3 races and all 3 are flexible without any limitations in there tech tree and they are all very different from each other.In CoH2 one army is extreme flexible and the other not. This is game design "made by relic".
Affe I didn't see you post hardly at all before the patch came out, since then I've seen nothing but complaining and fire and brimstone from you. Have you even bothered the try out the new patch yet? Or are you just regurgitating all of the stuff you have read on the forums and the patch notes. Seriously, you need to stop whining. Every post is negative and unconstructive. |
ppsh spam ?
as a soviet player, what are my best units/options for winning ?
enginners - super weak
guards w/out 100 muni upgrade
con - weak until ppsh
shock - ok (but to costly)
maxim (easily flanked and killed)
as a german player, i just need 4 pios, 4 pgren (or is there a better BO ?)
I find the M3 has been giving me a really flexible and fun early game. Also, shocks are still pretty baws, as are guards. |
Is Piospam a viable strategy now? Didn´t have time to play yet, but that´s the first thing I wanted to do.
I have been building 2 Pios, but not anything more than that. |