One of the major issues of contention across players seems to be the utility of all factions' medium tanks. The T34 is too cheap, P4 is too expensive, Cromwell is too crushy, and Sherman is too little armour. Does any one think that bringing the cost and performance of mediums tanks closer together would adress a number of the balance issues experianced across all players?
no, because it's skill issues, not balance issues |
cons in t0 vs MG in t0 is a crucial and unique feature in this game which is vital for its fun with asymmetric balance
if you had spent more time playing than posting maybe you would understand that |
The maxim change impact too much Soviets.
T2:All the change made where good individually, but has a whole, it remove all the teeth the Sovs had.
The maxim was an offensive weapon, designed to advance and to follow troops (conscripts).
it's why it had small cone of fire, and fast setup.
Having changed that, The Soviets now lack basic offense and attack follow-up.
Their mortars alone aren't good enough to sustain an offensive because it fire to slowly.
Add the toning down of the T-70 and the flack halftrack, sustain offense is now problematic.
T1:
Penals changes are good, but the flamer was the trade off for not building T2 (no mgs), but now again Sovs lost a great offensive weapon, but got better defense.
This also lead to the Katusha being a too great option (Offensive/defensive), now it's way too common.
Now you need T1 + T2 or T2 + and a gards doctrine and both are too slow.
So we need more focus on giving the Sovs a faster offensive.
It's only my opinion.(from a 4vs4 random automatch player...)
where
is
the
replay? |
One advantage of putting an MG unit in a building is the fact that it automatically turns its firing arc towards incomming enemies.
However, once you have manually interfere in this procedure by ordering a specific arc it doesnt follow that logic anymore. Instead the MG keeps his arc like it does outside of a building.
How can I order a primary arc while at the same time let them freely reposition according to the situation as they usually do in a building?
right next to the manual order button there is the "auto adjustment again button"
i think the hotkey is S |
Their base accuracy/damage value is still a bit high for a T1 unit. 222/Luchs/AAHT? Well there is their AT super nade. They beat upgraded grens (60Munis/240MP/30MP Reinforce cost)and panzergrenadiers. And OKW is doomed against th SOVS anyway.
Their nade should be unlocked once they upgrade to PTRS. Also their accuracy/damage or ROF should be reduced.
replay,
playercard,
map,
matchup,
gamemode
pls |
i hope this has some left right, then right left in it |
why is it that you all seem to forget taht brits still have OTHER tanks in lategame.
they still have the best AI an best AT tank in game (centaur and firefly).
This game is about combine arms, i've heard |
i would give them the possibility to unlock PPSH when t4 is built
soviets lack of a non doctrinal Close combat infantry, especially in lategame.
and switch the doctrinal PPSH with DPs |
Let's play a Fun round of "guess the tank"
i start, So, my tank, it's like a panther but it's
faster, snipes infantry and tanks alike, has more sight, better rotation, easy crush, a gas shot which oneshots At guns, a normal shot which oneshots at guns, blitzkrieg already at vet0 and can't be penetrated by at guns
what is it? |
Playing the game in 3vs3/4vs4 arranged teams since release and nothing changed (apart from Opel blitz bonus not beeing available for whole axis team and that took a full year too). CoH2 is one of the few RTS games I played that is not able to bring balance to 1vs1 without screwing it in other game modes. Why?
Ressource inflation(without CP inflation), ressource system and akward population values for medium and heavy tanks (especially the super heavy ones) ruin this game modes.
Just read a thread about fixing the panther, yeah maybe from a 1vs1 point of view, answer is swarm it with T34, yeah cool. But what if you are maxed out at 100 and you are facing 3 Panther (48 population) with your 5 T34 (50 population)? You'll see its not that easy, especially when there are 8 players around and you don't have the room to pull off a successful flank without running in other stuff. Let the comet cost 24 if you ask me, but the Ostheer Panther at 20 (OKW version at 22) and a Super Heavy above 30. Yes, it should feel as if it is a 1/3 of your army.
Then I read a thread about M10 coming way to early and I have to say no! Again this may be true for 1vs1 but is not for other game modes. Many tanks/units got delayed in CP cost in the name of balance already. Resulting in every CP dependent call-in of every faction coming way too late in 3vs3/4vs4 in comparison to tech units. A Bulldozer for 10CPs for example will hit the field very likely after the Kingtiger is present already.
There are 1vs1 game mechanics like OKW not able to build fuel caches (they have strong infantry and ressource gain via salvaging to make up for that). In 3vs/4vs4 their Ostheer mates just build the caches while OKW are still salvaging on top. Even a blind man should see that something is not okay with this ressource system, but Relic doesn't care.
This game isn't able to scale balance, thats so akward. I know Mr. Smith already talked about population values of tanks (especially super heavy) and wrong repair rates but thats only one of the many problems that have to be adressed. 3vs3/4vs4 favors OKW/Ostheer/Brits while USF clamps to this gamemodes once they got 10 CP to bring the single really overpowered USF late game unit named Calliope to the field and Soviets just perish unless someone else of the team pulls of some good teamwork and brings good infantry for them so that they just spam SU85 plus mines/demos like there is no tomorrow.
Then you have Ostheer and Soviet without forward retreat points, a joke on all the big maps, where everybody else just retreats a few "inches" on the map while they move the whole way back and forth.
For years there was no real competitor, but with Steel Division and Sudden Strike 4 at the horizon, there could be some serious aspirants for the playerbase of big game modes that is disappointed by years of years without a real change. Same theme and a similar mix of tactics and arcade makes them attractive. I would switch myself and so would my gaming group if one of these turn out to be a better balanced multiplayer experience for the real big battles. Don't let your playerbase down. Once people start moving, matchmaking will be worse resulting in more people leaving. Better be prepared in time for that whats coming this year.
Start playing 1vs1 or at least 2vs2.
after getting crushed few times and then starting to win some you will unerstand the game mechanics much better.....
and your problems will solve automatically |