Get MG42 or a Sniper next time. The meta game has changed so you should adjust your build.
Shocks will annihilate Grens 1 on 1
The MG42 has seen better days. I think it's still an essential build especially against an early shock heavy force, but it's too easy to lose one right now. The increased damage from small arms fire is bad enough, but the setup/breakdown time is the killer. Half the time if you try to retreat a 4 man MG42 as soon as you think it's in danger the squad still dies. The guy packing up the MG almost always seems to die before the other squad member which resets the breakdown time and essentially dooms the unit. Now you've not only lost the manpower but the enemy will usually have some cons nearly to pick up the free MG42. You have to babysit your MG's almost as much as you do your snipers these days.
All said though, an MG42 / Sniper combo can wreck shocks if you can lead them back into the MG42 arc and get some quick shots off with the sniper. You just can't leave the MG on its own and you have to move it so they don't come back and set up a flank on it. Easier said than done throughout the course of a game. |
It's 2v2, every decent soviet team will have all tiers and both shocks and guards.
One going conscripts+shocks into t2 and the other guards+sniper clown cars and there's not much you can do since both guards and shocks will be out before you get t2 up.
All I can suggest is to play definsively, make good use of cover until you can get some t3 vehicles out. Sniper would be the must go bu they are buggy and need a ton of micro to avoid m3s, mortars and countersnipe.
Yeah, that's pretty much what we've been seeing. We've tried to play defensively and hold on, but our defense is essentially a house of cards. Once they break any part of it, the rest comes tumbling down. The shocks roll through the gap and just eat up anything in their path. Then we're giving up map control and the rest of the game is spent trying to fight back to even. The 120m mortar really makes you pay for being defensive as well. MG42's and Paks are just free XP for that beast. Now I know why it was my favorite unit when we were playing Soviets.
I do have good luck with snipers but the True Sight mechanic is a nightmare with them. So often you think they have a clear LOS on an engagement and they just sit there doing nothing. As soon as you order them to engage they run out of cover and out of max range and then it's constant babysitting. Still, I do think they're worth it.
Thanks for the input. We'll keep trying to adapt and figure something out. If I get a good replay where I feel we made minimal mistakes and still got trounced I'll upload to get some advice. |
This last patch really skewed the gameplay in 2v2. Prior to the patch my partner and I had an 8-1 W/L ratio and were ranked around 500. We're now just above .500 in wins and dropped over 1000 points in ranking. Every game we're encountering mass cons to floods of shock/guards and can't even keep even map control. We're on our heels from about 4 minutes into the the game on. By the time we're able to field any decent tanks (if at all) there are IS-2's and T34/85's mopping up what ever armor we've been able to scrounge up while the shocks clean up anything left. It's been ugly.
We've tried rushing to pgrens, FHT, scouts, MG42's LMG grens, bunkers, but if we manage to get any traction at all against the inf the 120m usually makes sure we're retreating quick enough.
Just curious how other teams are winning with this right now? |
It's not just the grenade mechanics that people are complaining about, it's how the cover system and increased resources encourage and enable over use of clickable abilities.
Someone else mentioned it but in CoH if you had a unit in heavy cover and someone tried to rush that unit through red cover, the rushing unit would normally take heavy damage before it had a chance to throw the grenade, making it a risky proposition at best and possibly a complete waste of resources. In CoH2 assaults like this are common and usually end up favoring the rushing unit. That ends up meaning that positioning your unit in heavy cover was less important than babysitting it and making sure you dodge the incoming grenade so you don't completely lose an engagement you should have had the upper hand in to begin with.
Also the fact that standard strat points provide munitions and fuel means that there are more munitions available in general which makes using an ability less of a strategic decision as you're more than likely still going to have munitions available later for key upgrades. Obviously this won't be true if you're losing complete map control or spamming the ability in every engagement but it's still more common than in CoH where a decision to throw a grenade had better pay off as you were possibly delaying crucial upgrades later in the game.
It's also insanely frustrating when your own squad moves to squat in the molotov you just threw, or you dodge the molotov and then watch your grens move on their own back into the flames. |
I've been dealing with this issue since vCoH and just can't seem to nail it down. CoH and CoH2 are the only two games I have encountered this issue with!
Essentially the game will occasionally freeze for around 60-90 seconds during gameplay. The cursor is still active, but everything else stops including audio. After about a minute the game snaps back and is fine and, provided I haven't been kicked yet, I can finish with no issues. Aside from that the game runs like a dream. Can't for the life of me figure out what it might be... Usually once the freeze happens it won't happen again for several days at least.
System specs:
GeForce GTX760
Intel i7 2600K @ 3.4G
8GB RAM
Win7 Pro
Nvidia 327.23 drivers
|
Wait a minute?! If this gets implemented then my 120mm mortar might stop having as many friendly kills as enemy kills! That's just not right... |
Thanks, bro. Hopefully some of that will give inspirarion to other Sov teams.
Funny thing about Panthers, is they are hard to push out in 1v1, but apparently end up coming out in packs in 2v2+.
One of the problems with this game not being optimised for those mode I guess.
But it seems the persistant challenge, is impairing/halting/slowing that inevitable Panther blob before it can achieve, as you said, critical mass, and start rolling down your line with so much armor that its not possible to bring enough AT to bear fast enough.
Whether thatnis by pushing t2-3 harder, or by making sure you dmg/disable as many of those Panthers as they are built before, in sum total, they are an unstoppable blob, or by otherwise crippling Ost economic accumalation, thats where its at. Preventing that critical mass from accumalating.
In regard to which, when I watched Ivam and Andy play, they made THEIR critical mass out of T70s, in an earlier tier.
Its just as effective, even though it lacks AT, because at that point, the opponent doesnt have any tanks!
I didnt see the matches from Sturmtiger team perspective, but presumably they also where trying to fast tech to Panthers, but they never got there.
I agree, I rarely see Panthers in 1v1 but frequently see games with a high number (3-4) in 2v2. In 1v1 I see a lot of P4's with an occasional Tiger. I'm usually happy to see the Tiger because I simply avoid it until I get it where I want it and then I disable it with ram and keep it damaged if I can't finish it off so it's marginalized.
I'll be honest, a few weeks ago I would have been crying that Soviets were heavily UP across all the game modes. I think the recent patches have mostly helped, and I've also adjusted my strategy significantly with good success by relying more on T3 especially if I can get to it fast. I think the balance is pretty good in 1v1 (though LMG gren spam is tough...) and close in 2v2 until/if the wall of steel rolls out. Unfortunately I have no experience in higher player game modes but I can see how this issue likely magnifies the more players you add.
I do think Soviets are sorely lacking an option for a mobile tank destroyer. I'd like to see the T34/85 fill that role but it's not there currently, and it's doctrinal. I think that's the biggest issue with Soviets right now is that they're reliant on a few doctrine choices to be successful and those doctrinal units are central to any successful strat. Germans have good non-doctrinal options for both AI and AT and the doctrine choice just adds variability instead of being a necessity. |
So how about that? Try and figure a build with your partner that exploits the fuck out of the narrow t2-3 window BEFORE they can start gradually accumalating their Panther horde of doom. Mix a little AT into the mix though, because even though younmay jot be able to destroy each Panther as they come out, even if they are overextended, the repair time and especially engine dmg makes them unable to coordinate with the Panther horde as a cohesive whole. So keep each individual one as dmged as you can, in turn.
This is actually the approach my 2v2 partner and I have adopted and it's risky but it can work. We actually do it with me leaning heavily on T2/T3 and he going T1/T4. The key is if they do start to get panthers/tigers out you need to have several T34's and be willing to use ram to disable them and have the SU-85's finish them off. You have to make sure you use the ram in a situation where you're almost certain to kill the panther otherwise it'll be a net loss. There is also luck involved since you're not guaranteed to damage the engine.
Sadly if you can't pull this off it's pretty much GG against a smart team. Once they hit critical mass with the panthers you won't be able to stop them even if you have an equal or even greater amount of SU-85's. They'll blitz right past your SU-85/ZiS defense and once you get those units turning it's over. Guards won't be able to stop them long enough, and late game mines are harder to keep up with arty blanketing much of the field.
Even worse on many of the maps is the Elephant. On the maps with lanes/choke points these things can deny a huge portion of the map to any Soviet armor which makes them next to impossible to kill if they're supported well. You pretty much have to get lucky with an arty/bombing strike since you'll never get armor anywhere near them and you have no AT infantry capable of doing significant damage to it. |
But how would you display where a sniper has LOS or not?
It sort of requires a whole new set of interface and display. I doubt they'd do that by now. There's no money in it.
That is why my suggestion is that the cursor change to indicate the unit doesn't have LOS. for example if you have a sniper selected and you move the cursor over a gren squad that the sniper doesn't actually have LOS on the cursor would change to something that would indicate the lack of LOS. That shouldn't be THAT hard or costly to implement. |
Good idea. Or simply something in the cone display of MGs and AT that show what parts are in and out of LOS/true sight.
That would be an improvement, but the units I'm most concerned with are ones like the sniper or SU-85. If you think your sniper has a clear shot and you tell it to force fire on a high priority target in the middle of a large battle, it sometimes decides to run up in the face of the target and usually ends up dead. Same with the SU-85 which depends on its range and doesn't have the best mobility. It can turn the tide of a battle when one of these units wigs out unexpectedly because a pixel gets in the way of their sight! |