I think 2.25 armour is way too much for an infantry man, apart from that they are actually okay. snipers will bleed them and they have no anti vehicle power. the real problem i see is that small arms fire do too much towards light armour like halftracks and armoured cars.
but the way ppsh firing animation irks me though, they shoot them like rifles. could do with longer bursts and some tracers to make them feel like they were showering the enemy positions with bullets rather than accurate rifle fire.
I think 2.25 armor is ok provided they come out at 2cp. I do agree that the german t2 vehicle's vulnearability to small arms is too high. |
+1. This game would be so much better without all the RNG.
AT-guns always penetraiting? Tanks always hitting? Mortars and Arty being spot on target with every shot?
Then I'd rather go play spamcraft or CnC |
I agree with your suggestions. RNG is what makes this game great, but there are some cases where it has too big of an impact.
I would like to highlight the AA efficiency increase, here it is important that the ostwind or quad doesn't get buffed to the extent where they can completely deny enemy planes. |
Conclussion: In the hands of a good player EARLY shocks are almost impossible to counter effectively withouth doctrinal selection
What commander do you have in mind? |
Schoolyard brawl! Quick! somone get a teacher! |
Question to the history people out there:
How big was the number of SS ground forces at the eastern front in comparison to the wehrmacht?
From my internet research i found these numbers of Waffen SS increase of numbers over years:
1940: 100.000 soldiers
1941: 220.000 soldiers
1942: 330.000 soldiers
1943: 540.000 soldiers
1944: 910.000 soldiers
These numbers are ofc the total number, not specific to the eastern front.
Considering that there are various sources, some of them contradictory, I guess the numbers you listed are roughly correct as far as I can tell. |
Because in coh2, the countered units have counters to the counters. i.e. shocks having smoke grenades to counteract MGs, or conscripts having oorah and AT nades.
I wouldn't consider the MG42 to be a hardcounter to shocktroops. The hardcounter are vehicles and snipers, at least in theory.
I wouldn't mind some sort of elite call-in infantry for the germans, as long as it's not available before 2cps (and of course reasonably balanced *looking at you relic* Kappa) |
i dont think paid vet is not that much of a problem, because it delays teching. however, i think the ability is too cheap and gives too much xp.
I do not think so. Early vet troops can grant you map control therefore give you a higher ressource income which actually compensates for your initial vet investement.
As with other abilities, bought vet should not be available from the start. It should be a mechanic to replace lost vet units late game so that you can hold pace with your opponent. |
German mortar is a pretty good counter to a Soviet one early game. With Soviet one getting Vet1 it's a different story but you can still hunt it down pretty effectvely due to rate of fire difference. You have to reposition after each barrage.
From my experience and also from replays Ive wachted MG42 is enough to control Shock Troops. If they smoke you have enough time before suppression wears off to reposition and catch them again. When Soviet goes double Shocks getting a second MG42 or a fast Flame Halftrack is enough. Sniper is a good idea as well.
With mass Shocks you are up for easier times when tanks hit the field and reinforce cost puts a heavy MP bleed on Soviet player.
That doesn't change the fact that you have to fight an uphill battle right from the start when facing early shocks. Mgs, mortars, sniper etc limit your mobility thus forcing you to scrifice mapcontrol.
Btw. that mg maneuver you described might work every once in a while but the mg crew is more likely to be cought by a flanking consquad before they're able to resetup. |
This. In fact, I could live with the dps from the tank if it wasnt for all that HP. Also I fail to see how the ACE would get more HP on his tank because of skill? Range, reload, even damage on each shell (precise aiming) could reasonably be explained with skill. HP...? no, just no.
I absolutely agree with both of you. The concept of being able to send in some finalboss überunit just totally doesn't fit into a game like CoH
That said, I only faced it in teamgames and only lost to the tiger-ace once this far. The unit itself is an issue, but not the really big issue. The real gripe I have with this commander is purchased vet. dont think the ability itself will ever be removed, but it could be toned down. The times I have lost against the elite troops doctrine its been because of vet3 pgrens with g43s eating the infantry on the field, or carefully managed vetted tanks. The sad part is even if you manage to stall the game, the minute the ACE pops out, and they keep it alive you will lose ground. Most likely this is worst during 1v1s, but broken enough in 2v2 as well.
Yes purchased vet is awful. It too often pays for itself due to the advantage you get from vetting units early (mapcontrol wise). |