Simply fantastic.
great job! i will definately use these |
I think support crew survivability nerf disproportionately affects germans because all 6 Soviet crewmembers are much harder to catch in a grenade radius than 4 german, and Soviets have precision mortar attack.
Soviets do not have a "ranged grenade" like Rifle Grenades.
Soviets have 1CP Doctrinal "thrown grenades" (guards-or-Shock).
Both sides received a +25% dmg increase against weapon teams.
Soviets have a doctrinal, 1CP, vet 1, 60(?) muni precision mortar attack.
Germans have a doctrinal 60(?) muni, 1CP Incendiary grenade (mortar-half-track).
Germans have T2 half-track.
Germans have T0 Bunker 150(?)mp 60(?) muni, forward-reinforcement-bunker upgrade.
Looks balanced to me! |
I feel the ostwind dominates.
The soviet player is already going to go a heavy inf. build because they don't have access to vehicles T1-T2 (sure m3scout car but, yeah)
Germans can get an Ostwind out way quicker than a Su-85. This also forces them to go to Su-85 because an ostwind can kill an M3-Halftrack, a T70, do considerable dmg to a T-34 and Su-78. Plus, once it's vet 1, it can drive by ATguns and sit behind them.
Pz4 is nice and does the same but, not as effective as an ostwind because it trades inft DMG to be better all-round (Plus you need to invest in muni for it to be an 'on-par' with an ostwind).
Plus, when you push the soviets off the mapp with ostwind, you can immediately get a fuel cache up to get your pz4 next! |
From a soviet player's perspective, I find my impact with a sniper is lessened if my opponent has good reinforcement support such as a half track or a command bunker. That way, my sniper forces less retreats and just drains manpower very slowly. Eventually I will have to move since a sniper who is in one spot for too long is a dead sniper.
Other than that, don't let a sniper get sprint. It can be nasty.
+1 Getting and KEEPING a half-track will help. Focusing on killing the "conscript body guards" to the sniper helps too. If you can take out the "unit protecting the sniper" you can RUSH in your scout car/half-track when he retreats one or both of them.
Also, focus on taking the map. If you do this, he will start to try to cap points with his sniper..... *folds fingers together* this is good.
mortar i fell are good ONLY in T1, so after T1 they get worse and worse and i feel they are draining my pop-cap/manpower by staying.
Mortar half-track is BETTER and SOOOO VERSITILE but it's 40 fuel and forces you to 2 doctrines and isn't reailable very early (but i think early enough if he has 1-2 sniper /1-1 sniper/guard on the field).
TLDR; half-track preservation. Focus on capping the map. Sureiguessmortarhalftrack. |
Yeah, nevermind the trolls Wayward.
If blobs of pios are bothering you, you could try penals. Those things put out massive damage at close range and that's where pios tend to try to get themselves.
Vs. scout cars my only advice is guards. Most German players know that they can't doddle in front of them and will be a lot less aggressive with their ACs once a unit of guards hit the field. Now a days I'm getting AT nades way before molotovs. If a scout car bumbles into button range, an AT nade is instant death.
IMO-penals take too long; if you're gettign penals, just get snipers. Then, make your opponent freak out when his 4 pio squad just got reduced to 2 after some conscript fire and a sniper shot.
Scout cars SHOULDN'T give you trouble with at least 3-4 conscripts. A.) TRYYYYY not to fight it 1conscript v 1 scout car. B.) Try to get some support or back up with anyother kind of unit (not sniper, even thou scoutcar does take small arms dmg).
I have been finding AT nades being researched before molotov in my build too to actually do STOP scout cars/ Half-tracks.
Guards are good, but it tells your opponent: "OK, he went the 1 of the 2 doctrines that have guards in them!". Things i've been finding bad with guards are, they need to sit still to shoot their DP & PTRS guns, which slows down mobility and increase vunerablity. So a well-micro'ed scout car(s) and Half-track(s) can still give some trouble to guards too.
TLDR; get at nade quicker. Don't be afraid of scout cars w/AT nades. Focus on paying attention to your units. Make sure they are not idle (shift-click is your friend). |
yeah, if opponent is caught off guard, you can easily win the battle for the early resources and then rush for the T34.
but beware of high level players, because they are starting to adapt to this meta. Early fights require only a lot of micromanagement, but the moment german player decides to go for Pgrens, you need to adapt too. If you keep sending conscripts out, Pgrens + molotov dodging is lethal.
Conscripts spam can be overwhelmed by Pgrens spam in no time.
See, this is where "AHHHMOTHERLAND" Strat works so well. i perfer seeing pgrens over an ostwind becuase i can immediately choose my commander with Shocktroops/kv-8; get shocktroops to match his 1-2 Pgrens. Then, if he keeps building p-grens, call in a kv-8 and fall asleep.
With the 'nerf' to German MG, this strat became even better, as you can take the map fairly easy, as long as your unit preservation/attention stays on par.
however, a well micro'ed flame-halftrack/scout car still gives this build some manpower trouble. |
I always perfered "gren-mg-mg-judge enemy-gren-T2" start myself. Now it looks like "gren-gren-gren-Judge enemy-MG-T2", looks even better. |
It's hard to comment though now which are bad maps though guys due to the reintroduction of flanking. It now offers the Soviets to be flexible in their stratergy on some open maps, primarily Langres Summer/Winter. The north spawn position was strategically terrible for Soviets due to the easy access and lack of shot block at the northern cut off. Langres was essentially a T1 must map for Soviets.
+1 Stole the words from me. I need to play test Langres more to see if Soviet-North still have a disadvantage.
Semoiskiy Winter/Summer is best 1v1 Map.
(it's funny Langres used to be my favorite map in COh1) |
I feel Winter Maps give COH2 it's unqiue-ness. If you are making more "summer" maps than Winter maps, you are just making COH1 with russains & Line of Sight.
Winter gives Frozen water, Cold Tech and Deep snow (to name a few). This gives the player more things to worry about (and complain about).
I don't mind the billzards but, they do arrive very often, which can be difficult to make a comeback when your men are freezing and your Line of Sight is reduced.I dislike the non-blizzard in Semoiski, for my reasons above.
Therefore, Make blizzards happen at least once a game but, not 5+ in 1 game.
TLDR; Make blizzards less frequent/I like maps with both Winter&Summer versions. |
You need to be much more conservative with your armor as Ost.
Owing to the nature of the ATNades parabolic and terrain avoiding trajectory, it will invariably hit your rear armor, since it seems to be targetted atleast at the center of the armor units hitbox.
Fausts apparently can be dodged, by retreating behind hard cover, which results in the initially targetted projectile impacting on the cover instead. ATNade howver, are like homing pidgeons, and will fly over and beyond any cover, and land right on you, no matter how far you Blitz/Smoke from them.
Dunno whether this really needs adjustment. I do, however, know that you need to keep your armor well out of ATNade range in the first place.
Faust has an advantage vs light vehicles. ATNade has an advantage vs all vehicles, owing to its parabolic and tracing nature. This is somewhat warranted due to ATNades fuel related purchase cost.
Just. Do. Not. Get. Into. ATNade. Range.
^ Perfectly said.
Russian mines are 35 muni. and trigger on inf. & tanks. German mines are 60 muni and trigger only on tanks at bigger dmg.
I perfer Teller mines over russian mines, as when i'm building mines i want them to hit tanks, not infantry. So a tatic i've been seeing with germans is "scouting for mines" with their infantry before they blitzkrieg their p4s/ostwinds into my army, totally negating my soft-counter-Anti-Tank.
As for AT nades: 1.) they cost manpower & fuel 2.) they have research time 3.) they are on a argueably 'weak unit'.4.) they cost 35(?) muni to throw.
*WHEW* i hope my AT nade now does what i want it to do... SLOW DOWN (not kill) a tank that most likely killed 3/6 members of the squad already!
Plus, you're giving examples of a mixed/supported soviet army vs 'your 1 tank'.... that doesn't look good for your tank. |