I've had them wipe squads rarely. However, it's the grenade combined with their mobility and damage that cause wipes against Soviet infantry as they can quickly follow up against anything retreating or trying to dodge. Or, the initial softening up as they move in followed by the grenades.
The smoke grenade may work on MGs, but not much else. And if Shocks are an issue, that's a separate balance issues for which you should make a thread.
May also be an issue with the input lag as well. Since I was issuing dodge orders left and right but my troops just weren't responding. The spread on these grenades is actually more helpful against infantry in the open, as you have to dodge move farther away, giving more time for the agrens to shoot.
Either way, fix the lags of various types, or fix the grenades. |
AGrens still have great up close combat ability, good mobility, decent armor, and 5 men. Then on top of that they have an ability that clears infantry in the open or buildings.
The grenade throw itself is very difficult to dodge the first bunch since the animation is quick, and the whole volley will wipe squads.
Because they are so survivable, and mobile, they can get in to throw and run.
45 munitions is a lot, however it's not that much in team games, and almost always kills its worth in manpower.
I suggest a toning down of the assault grenades by decreasing damage slightly. This will also help balance them now that units in buildings take extra grenade damage. Reduce the assault grenade damage such that units in the open take less damage than before, but units in buildings take a more. |
If the tank wants to kill infantry, it can do so with the same effectiveness just by hitting the stop button. It takes a little more micro, but that's okay. And there's still infantry support. They can also adjust individual scatter and moving scatter later if needed.
The scatter change will not affect the 222 in any way. It's primary damage and infantry killing ability is from the MG, which doesn't scatter. The 20mm cannon is meant for light vehicles and only adds a little bit of damage to infantry. If the 20mm cannon misses a vehicle, it's AoE damage won't do much if any damage. |
On the other hand, the Tiger Ace can be just as much a trial by fire of for this type of unit and the response. If they tried to release those Soviet version of the Tiger Ace the same way they handled it this patch, then any last credibility they had, even from these little balance patches would be gone entirely. |
And this is why I don't like Penal Troops despite using them as Soviets. They're just in such a weird position and role in the Soviet army. All sorts of micro intensive shenanigans you can pull with them, but usually it's not worth the time to do so in a heated match. |
Yeah, I know. However, it does seem that tanks like the T-70 does seems to directly hit quite often. What is its scatter size anyway?
Its scatter size may have been set to a very small amount due to its HE being small, and role as an infantry and light vehicle killing light tank. So, that 2x scatter on misses will be huge nerf for a cannon with such a small blast radius. Making the T-70 sit still to really cause damage makes it much more vulnerable.
I keep saying this, but it's work like this that barely keeps me in the game and community. I just don't know why they didn't include these before, and also take a bit more time to balance the DLC commanders. |
Yep, it'll lead to a more realistic shoot and scoot gameplay with tanks if they want to be more accurate (or scatter closer to infantry targets).
Scatter misses rarely hit the vehicles and vehicles aren't affected by HE explosions as much, so this won't affect vehicle on vehicle fights.
This will definitely tone down the T-70, but the T-70 will still be as useful as it was when sitting still. Not to mention it was already pretty accurate and this change only affects what happens when cannons miss. |
Well, someone else mentioned that part of the issue with minesweepers in CoH2 is that the engineers squads cost the same as basic infantry and have 4 men.
Then again, the sweepers in CoH2 now have more range and survivability due to that. |
Anyone remember what the devs set as their internal MP to Mun ratio? I know it's changed since a few patches ago.
I think any mine at 7 mun without some drawback is a bit too cheap. However, it shouldn't be much more expensive since it's just a small popper.
And let me reiterate that I really want Relic to let Germans place individual S-mine plots. It's super silly when you hear BC on a stream trying to say that it's fine since you can do some complicated process where you babysit the construction of a single mine and cancel it just to get a 20mun single s-mine.
Which I should also point out that a 20mun single s-mine has a helluva lot more killing potential. |
I haven't read the whole thing yet, but I plan to.
I did have to laugh when I read the mention of the mortar though. There's a reason why no one used mortars in CoH1, and one of CoH2's major accomplishments that getting them to be useful. |