Try 2 in an M5. |
Additional armor helps against AT Grenades from the front. Turret rotation helps the turret track infantry up close.
In General, the P4 has always been good at killing infantry, the last nerf to it was only to the scatter on the cannon, but left its MGs alone.
A P4 with all 3 MGs on it, and the additional HE from the cannon is still a potent infantry killer. Just make sure you keep all 3 MGs (Hull, Coaxial, and Top) pointed at infantry for greatest effect. |
I think it's time to unite the player base into a force that applies pressure onto Relic against a specific purpose, while still also rewarding Relic/Sega for making the right choices in overall balance.
Much of the complaints I've seen in the latest updates aren't directed at the balance changes, but at the commanders which are creating too much chaos in the new balance scheme.
This leads players to overreact, burning bridges, and generally making fools of themselves for little gain other than to vent.
This is counterproductive to actually getting the game we all want to play again.
It's obvious that there is some force within Relic and Sega that are pushing for this kind of release schedule, so we need to be a force against it. It's clear from various rumors that this is a problem with Relic and its new relationship with Sega, and only we can give the designers and balance team the ammo they need to push back against it.
As such, I say here and now I will not be recommending and even actively dissuading people to buy CoH2 and its DLC until more time is given for the balance team to work on these commanders.
Until these commanders are balanced properly, I recommend that even the pros, who I see as the biggest early adopters also avoid these entirely. Anyone who might get them for free or participated in the beta should be allowed to speak and tell the community which ones are balanced and bug free out of the gate.
Until a time as a commander is balanced, if you want to reward Relic when they release good balance changes as they have been, stick to just playing the game, buying skins and so on. Or at least sticking to older commander releases that have had a proper balance patch applied to them. |
I was thinking, what about snipers doing some regular damage to units in buildings? Instead of instant kill, they apply small but constant damage from afar?
It would probably be still too much. Buildings are supposed to be a big obstacle that you need the right tools to clear, and if you want long range building clearing, you get a mortar which now does extra damage. |
Both the leveling out of manpower and the higher manpower is a definite plus. If you notice, the only complaints are about the commanders, which while are a big impact, are a separate issue.
The problem with the early game is that you didn't have enough basic resources and units to counter the super specialized openings that some commanders gave, for both sides. And even if there weren't those commanders, it still meant there was a razor's edge line that you could experiment for starting builds on. The reason why there was the Soviet 1st and 2nd building changes is for that very reason.
It's funny how these trollers have graduated to trying to insult the entire community, then acting like people should listen to them after doing so. Dave and his ilk clearly have little else to do with their time.
I say instead of constant whining and wasting people's time on these forums, I suggest we band together, instead of acting childish and polarizing like Dave, and start demanding things of Relic as part of a united front. That front would recognizes the positive changes, as well as denouncing the negative.
So with that, I say, very good job on the balance changes, but the commanders are getting out of hand.
I will no longer be recommending the game, and will actively deter people from buying it or any DLC until Relic and Sega slow down the commander releases to give time for the balance team to work on them.
I actually recommend releasing bigger batches of new commanders, but with a longer amount of time to balance between them.
Likewise, I recommend that people in the beta server be allowed to speak early on about which commanders are balanced to the community to give a heads up.
I don't believe that paid commanders are inherently unbalanced or cannot be balanced, ever. But rather are an artifact of poor development process.
I also recommend the pros avoid buying these commanders, even for their various streams, as I see these guys as the earlier adopters and that needs to stop. |
What is the cost of Irregulars?
I can see two roles for them:
Long range fire support for Soviet conscripts.
Capping unit, but only if they're cheap enough.
About the only power of Reserver Army seems to be that you trick people into thinking that Soviet Strafe is coming. |
500mp start is a far cry actual high resource games.
While I agree that the commanders are problematic, the extra hyperbole and doomsaying on top of these valid complaints serves no one except your own high pitched venting. |
I do know that having a more equal starting manpower means there's less disparity between conscripts and AGrens, combined with the faster building on Soviet B1 and B2, means you get out the tools to offset the massive change on the early game that AGrens still represent.
I think it's a positive change overall. Unless you had a crazy commander, CoH2's builds were getting stale and railroaded.
It's only made negative by the release of improperly tested commanders that are affected by these change a bit more. However, I do think that the extra MP, while usable by the problem commanders, can be utilized by the basic commanders just as much to offset that.
But there's still other big issues that need addressing. |
I have found the Sov defence really strong actually, not lost a game yet out of about 3 games.
Its really easy to take map control while spamming Dhsk, supported by at guns.
The heavy mortar hard counters german mortars, then you can teck to T34s quite fast after that.
So essentially, this is the reverse of the situation 2-3 patches ago before the MG buff? Hilarious. |
Demo charges would be a bit too much for a fighting unit that pops up anywhere, even if it was a vet ability. If anyone has seen a player using demo to good effect, like Stephen, it's horrifying the way you can almost guarantee squad wipes with good use of them.
The reason why it's on engineers is that if you see them in an area, you start feeling cautious about mines and demo. |