Yeah both of these tanks are insanely good, especially in big team games. At least the Bulldozer Sherman is doctrine Specific, unlike the Brumbar. I don't understand why the Brumbar has so much health and armor despite being so powerful and not being slow. It feels to me like a case of overbalancing things around competitive 1v1 and not 4v4's, I'm sure the Brumbar is much more balanced in 1v1 where flanks and big dives are much easier and less risky. There's also less risk of skipping Tier 3 and going straight for tier 4 in team games when you have partners to fill in the gaps. |
You can use it to get some pretty ridiculous HMG wipes. On Me a Rifle squad in front of a HMG that is supposed to be suppressed, instantly hit stop, then throw a grenade onto the HMG. The ability is very cheesy, but certainly not weak. |
The stuart is overpriced. It does well against most light vehicles, but against infantry it's pretty bad.
Yes, the T-70 is miles ahead of the Stuart and costs the same. |
- Imagine needing an AT gun to counter an AT gun.
- Imagine that, when said AT gun is build, the entire game (d)evolves into countering said AT gun.
If that fails, it's gg. If that succeeds, it's gg.
Zarok is spot on. People on these forums tend to get way too narrow minded about 'balance'. Something doesn't have to be overpowered for it to be extremely anti-fun and terrible for the game. (E.g., free sandbag spam) |
I think it's important to distinguish balance from fun/design/fairness. The rifle Grenade isn't necessarily imbalanced, but it's really frustrating to play against because it has no fuse, has a very subtle animation, and its buggy alerts/animations that seem to not play have the time. So it can result in some really unfair squad wipes. Such as a rifle grenade firing over a shot-blocker out of sight, and then instantly wiping a clumped squad before it's possible to dodge. I think it would be much better designed and less frustrating to use if it had a wider blast radius but with a short fuse when it landed so it was less of an instant ultra-precise long-range squadwiper.
Bugged Grenade callouts are less punishing for other grenades because they have fuses, more visible animations, and are more predictable in close range engagements instead of long range. But overall I think grenades are poorly designed in Coh2 compared to Coh1. Grenades were far more interesting and fair in Coh1 when they had devastating AOE, but with inaccurate scattering so that they were actually about punishing blobs instead of being used to get cheesy squad wipes on a clumped squad praying that your opponent is not paying attention, or wiping HMG teams from the front. That's not going to change but I hope the role of grenades are re-examined for Coh3. |
Regardless of how powerful its main attack is, the Grenades ability is super good and quite frustrating to play against, even after firing it is still capable of shredding squads due to auto targeting grenades. And everything in the Commander is extremely good, like the AP rounds that lets King Tigers 2 shot Tank Destroyers (If I'm not mistaken) and lets Pumas 1v1's Shermans and Jacksons. The Tank Commander ability is a pretty great way of cheaply killing Howitzers and getting great engagements vs AT guns that have to flee. |
Yeah it's bizarre how this ability has been so worthless for so long. The massive received damage bonus is the weirded thing about it. It makes it a big noob trap. |
Tbh, DoW3 way was overpowered exclusively because of stacking bonuses on the same unit, without it you'd have it pretty balanced.
Yeah that's a good point, being unable to stack multiple on the same unit would work.
I think another problem with Bulletins though is if they were strong you would always want to upgrade the basic infantry unit (Rifles/Grens/Volks) which gets used the most in the early/mid game. |
I'd rather want all bulletins to be removed or do something actually meaningful that helps your strategy instead of an unnoticable tiny boost for stats that are mostly hidden anyways.
No more passive stat increases. Bulletins should have been on the level of ability unlocks for certain units or completely removed in the first place.
I agree that the current system of bulletins are unnoticeable and not fun, but Dawn of War 3 went the route of really significant bonuses and new abilities but it was obnoxious and overpowered. You would dump 3 bulletins onto one unit and just spam it. It's kind of a lose-lose system between too weak or too strong. An interesting suggestion I heard recently though was to give them a con to balance out the pros. Such as stronger X, but increased reinforcement time. |
I'm not sure why IS-2 is so terrible against infantry now. There's been so much overnerfing and overbuffing things, least of all heavy tanks. |