Blob playstyle is back after decembre patch because MG-s are useless, they don't supress anything. A lot of retreat bugs. Panther is arriving after 12-14 min (that's fcked up)! UKF is very weak, they are almost useless against OKW. Bofors can be erased by 3-4 volks squad. Cromwell is a piece of crap right now.
Brits are not OP? tell that to vet 3 dbl Bren tommies, or 50 range Piats (which have biggest infantry AT damage), centaur can't kill anything? well, tell that to flak HT or Luchs, they literally CAN'T kill anything
Yes they are powerful, but the match must last enough to get them. As it is, the match is lost in the opening phase.
The biggest problem with Brits is dealing with garrisoned units. No incendiary nades, no useful mortar, wasp useless in late game, centaur from wiping machine to tickling machine agasint buildings.
Your rage-quit yesterday after 5 or 6mins
I'never rage quit ever sorry. Must be another reason if i quited early.
Then Bye If your only argument is that you played the patch when it was beta and all of us are scrubs, don't come back. You should also resign as Strategics because so far you are just acting as Axis Fanboys with ArtAcher.
The balance problem lies around volks.
Or Relic keep them that strong but they must add pay tolls for grenades and shreks or Relic put them back as weak meatshield and leave those abilities free to access. There are enough natural buff already in place with the removal of fuel/amo starvation.
OKW is in a situation when their only downside is a lack of suppression which is lol, they simply don't need it with all the fire power they have early game.
The issue isn't only on the Fuel cost, but the mp, as USF you bleed like a stuff pig vs them and when they also start throwing their flamnade it is impossible to follow.
So I agree on being on the backfoot early game but when the early game dominance is followed by mid game dominance and late game dominance, there is nothing to do vs equal skill players.
Comparing USF and OKW is dump by the way, at least until Relic gives a fuel free wc51 and Atgun in T0. yes with those tools at disposal, we could start speaking of mirroring.
Fuel for first Stuart: 115
Fuel for first Luchs: 120
Verdict: Luchs & Stuart arrive at the same time. If the Luchs arrives to early, then the Stuart does too.
Now lets follow a normal game: Your opponent rushed a Luchs, now he will get battlegroup headquarters to provide heal: 40 fuel.
Your USF opponent does the same, he gets an ambu, Bars/zooks, nades. In total 45 fuel.
Right now both players have spent. 160 fuel.
Now comes Schwer Panzer & Major = 120 fuel.
Both players have spend now 280 fuel.
First sherman out after 390 fuel, first P4 out after 415 fuel. (sure you can go first liteunant or battlegroup headquarters, but I described a meta build here)
USF need grenades too (fuel) else ...
As you see it's pretty mirrored. OKW gets the better tank, USF gets the better infantry.
All that changes for allies with the patch that you have to actually get At out in time, WHICH IS NO PROBLEM.
Your suggestions show that you refuse to adapt.
Volks were changed so allies infantry simply doesn't walk over them with no mp bleed.
Panzerschreck accuracy was nerfed several times - it has 57 % chance to hit a stuart on long range. Nerf it further and its more a gamble than a upgrade.
140 fuel for a p4 means that it has to be equalized with the easy8, that means more pen on the gun and more hp on the tank. Since those units would cost the same.
In addition 155 fuel for t4 would delay obers too much.
If you'd analyze the changes you'd be able to realize okw pays now more for teching in general, even if you keep different resource incomes in mind.
You were just walking over OKW players before the patch and this is simply an unusual situation for you.
Relic must act fast !!! OKW need a tone down & Brits need buffs !!
Game is not balanced anymore in 3vs3 and 4vs4 (The most played modes)
Anybody who know something about the game won't play Brits anymore in team match.
Brits :
-They have a way to slow opening and can't defend against fast luch + shreck blobs.
-Static emplacements are still a joke. (flame nades kill them so fast... CAS...)
-Centaure take a minute now too kill something... (overnerf)
-Wasp not worth building anymore.
-Infantry is the weakest of all COH2.
*** I suggest :
To revert the nerfs to those units to a middle ground, so the Brits can be played again. ***
OKW :
-Theirs opening is too strong as they can concentrate 4 luchs + skrecks blobs anywhere while they take resources points early in the game.
-Walking stukas still the best arty and yes they can wiped squads (Quality of life ? many units were nerfed so this don't happen, but not this one) it's abused all the time.
I suggest :
-Make DPS/effect of walking stukas the same as others mobile artys (Caliope,Kat)
-To reduce starting manpower bonus by 50%
-Increase the shrecks cost by 15% (they have rakts)
-Adjust the Luch so it come at the same time as a US Stuwart.
-Make the speed of throwing of a flame nades the same as a molotov.
Plz, Relic do something ! The game is not fun as it was and it's dangerous for it's future.
In 4vs4, being matched with more then 1 Brit is written doom for the allies team.
Why : (With evenly skilled players)
They are way too weak and slow in the opening phase of the game leading to Axis getting more resources. The resources snowballing effect place the allies team on the losing side, right at the beginning. They were overnerfed.
The more Brits you have on your team, the faster you will lose.
Soviet Industry
Removing this ability that allows players to manipulate their resource with no counter play involved.
Ability replaced Allied Supply Drop
KV2:
Bringing this unit in line with other heavy vehicles
Population reduced from 24 to 19
HP increased from 800 to 1040
KV-2 needs to be looked at and CP and Fuel cost adjusted to the removal of fuel conversion.
Instead of replacing "Soviet Industry", I would suggest some changes that might help the ability become viable, and make T-34/76 used more.
The changes could include the following:
Remove Manpower to fuel conversion.
Keep faster vehicle production.
Introduce one or more of the following:
Increase pop/upkeep of infantry by 10% reduce pop of T34/76 by 10%
This change aims at allowing Industry players to create and maintain a bigger T34/76 army.
Allow T-34/76 to cap without having their weapons disabled...
This change aim to compensate the luck of capping power from the previous change.
Increase the price of the "Mechanized Armor Kampaneya" (M.A.K) by 20 fuel and decrease the fuel "Tankoviy Battalion Command" (T.B.C) by 20 is M.A.K. is built first. Allow M.A.K. to built without a T.B.C. but allowing access only to T34/76. The T.B.C. would unlock the rest of the vehicles.
This change aims at allowing early T-34/76 access making the Soviet industry commander a T-34/76 specialized commander.
Alternative another version of a doctrinal T34/76 could be available.
Another approach would be have soviet industry ability to change some of the vehicle fuel cost (10%-20%) to manpower and some of the Vehicle upkeep from manpower to fuel.
This change aim at allowing easier building vehicles but harder maintaining them.
Good post !
It's clear that the T34/76 is not used anymore and that completely wrong. Relic must do something.