18% at the shortest range possible, which never happens
You should note that the minimum range in coh2 is in fact 10 units. If conscripts are firing from within molotov throwing range, they're doing that maximum damage. The old bug with ppsh was that it actually had 0 as this minimum range which made it increase dps as your units closed in from it. |
Cons got a 7% dps increase and 200% muni increase and everyone is crying while I'm having fun bbqing cons with a flame half-track under hmg suppression. I love the way they run at my lmg grens and retreat before they even get close enough for ppshs to work.
18% DPS increase standing still
31% DPS increase while moving
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Very fun stealth change:
Flamers now deal massive damage to units garrisoned inside M3 (and probably M5, didn't check it out because I wasn't T3 in the game where my stuff got slaughtered inside an M3). Previously they did nearly now damage, now it seems like they might actually be doing the against building garrison extra damage on top of all the models being guaranteed to being hit because they're so clumped up. |
Try to use the IL2 strafe again. You will how it's nerfed to the ground. Damage reduce from 20 to 8 is too much here. Great work community! IL2 nerfed. What's next propaganda nerf or maybe guards?
I already tried it several times. The one in proper commanders mind you, not the double nerfed strafe in the radio ppsh commander everyone is spamming. While you can see that the damage was reduced because the unit being fired upon dies much slower, the plane will still kill the squad almost every time because all the damage change did was get rid of all the overkill the ability previously had, rather than actually make it unable to oneshot squads reliably. |
They come in at 3CP, the same time or even after PGs and vehicular counters hits the field. They're only an issue if you fight them head on with a vanilla Gren unit. They're like Penals, but more lethal close range as opposed to far range.
Yes, exactly, they put out penal-like dps with 3xppsh. A 240mp, huge utility T0 unit has as much dps as a T1, 360MP, anti-inf only squad. This leads to fun situations like vet2 cons always winning against vet1/0 PGs 1vs1, and eating grens for breakfast. When the only reasonable "counter" to ppsh cons early on in the game is a flameht, a horribly overpowered unit by itself, you know there's an issue. |
ppsh spam: more powerful than it has ever been since the HTD nerf, and now shows that power with or without HTD. So much fun to play against combined conscripts with all your inferior units as germans again while trying desperately to get a vehicle out.
new soviet commander: radio intercept, ppsh, a callin tank and strafe. lol.
PG sounds: I guess they all have suppressors now. Really annoying for bad players like me who rely on audio cues a lot of the time.
Sniper autofire from camo: still not fixed
IL2 Strafe: to be honest I don't see any real difference in their lethality, they just take a second or two longer to kill a squad but they still kill one extremely reliably every pass, from both standing still, on the move and from the retreat. And they cost 60 muni less now.
Map vetoes: keep bugging out
Battle servers: constant error messages when starting game, pretty laggy games for europeans
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But the truth is, this is a 'community commander' made by players who went to Vancouver, not relic, so the bright community minds who decided to put early game only stuff are to blame as well.
I find it ironic that commander made by community turns out to be most useless one in game, NKVD rifle doctrine at least have decent offmaps.
You have to realize that the "community" that went to Vancouver was mostly vcoh players who hadn't even touched coh2 and never went on to play it either.
The soviet one also started out pretty op, just it was overshadowed by the Windustry spam that started with the same patch. But after the huge nerfs the doucheguns got it was already a worthless doctrine last patch and even worse now.
German one is just as bad too because trenches and tank traps ain't worth building and you can get hull down + pak43 with a far better commander. |
Playing with it right now makes the Soviets feel like the Ostheer. I can have decent AI, A decent Medium Tank, and build my T2 to have flexibility of MGs, Mortors and AT guns and SU85s can be useful since you can field them with a decent medium tank.
This to me feels like the Soviets should have been since release. It makes them well rounded.
You get to have the best vet0 medium tank in the game (with vet PIVs are better but only slightly, plus there's always ram), the best mainline infantry in the game, the best tank destroyer in the game, and get to choose between snipers or T2 units as well, while knowing exactly what units your opponent is building. You're immune to mines as long as you keep alert because you get told every time german player tries to make one. Honestly what are you supposed to do as germans against this? |
Except the new German commander and Elite Forces.....both are really strong.
Also keep in mind the T34/85 is now 9 CPs and the nerf to IL2. And PPSH will go up in price.
I dont think its OP. I think SI was OP and Elite was OP. This is not even close to that. Its just really good.
PPSH will go up to price to freaking 30 munitions (oh no, how can you ever afford that?) while also gaining 50% more power. I am keeping in mind that the T34s are 9 CPs, that's 14 minutes these days. The other doctrines are getting their call-in CP costs upped in the next patch apparently so this is a very temporary difference. I am also considering the IL2 nerf already, I don't know what the ability is like post-patch but I do know that armored assault and the major ppsh doctrines all had the ability as well so it getting nerfed punishes all of them and thus doesn't change the power balance of this being straight out superior to any of them.
Honestly even if they reintroduced the instant build times in soviet industry, I'd go as far as saying that with the current T70 performance it would no longer be as op as this doctrine. Elite Troops is still retarded and no commander design decisions should be made based on it. New german doctrine is probably fairly abusive but nowhere near the level of this soviet one. If you replaced recon run or the antitank strafe with g43s I might think it was indeed just as horrible balance wise as this soviet one, but alas.
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I would say the commander is balanced. But it more appealing than any other Soviet doctrine I can think of. That is for those of us that dont spam shocks.
Mark Target would have made it OP. Guards would have made it OP.
It flows quite well. It feels more like the type of doctrines that SHOULD have been in the game since day 1.
It's already hilariously op, I would definitely rank it the strongest soviet doctrine straight away just by the abilities, completely ignoring the additional synergy of a doctrine with ppsh, radio intercept and a call-in tank. It's armored assault on steroids, and armored assault already was pretty damn strong...
It may have been even more op with mark target replacing conscript repair, but to be honest conscript repair is pretty good when coupled with a conscript spam commander (ie this one) because it lets you get away with one single engineer squad the entire game, and frees that engineer up purely to build and mine rather than chase around for stuff to repair. So basically this is a commander with 4 of the strongest soviet abilities and one decent one, while pretty much no other commander gets more than 2 of the super strong abilities.
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