Well, ladder decay is in now, but it'll probably take some time for it to affect the ladder. |
Blitz and smoke used together honestly should let a tank escape. |
This is probably due to the low range of molotovs and the center point of the building models. Which is weird, because you also tend to throw molotovs where you click a building. |
Thing is, there is no choice to use them as a drive close and attack unit since they're the only option from that buildings to use in breakthrough situations.
Especially in team games, where inevitably one part of the map is going to see MGs in buildings or bunkers.
I do think that 250 halftracks should get a similar bump, although they are a PGren delivery system, and those are deadly enough on foot. I still want to see these vehicles used more often and longer in a match. |
I've also found that a B1 start just isn't viable for 3v3 and higher. You need AT guns to quickly destroy delaying bunkers before backup arrives. Zis3 barrage is useful for killing or driving away HMGs in the open, and also helps drive off any early halftracks.
You need HMGs for the early PGrens, AGrens, and to get into buildings near major fuel points to halt expansion and delay enemies long enough to prevent early delaying bunkers.
Bunkers overall aren't useful, but they work as a delaying tactic even for the best of players in 3v3.
Snipers take too long to dislodge units in buildings, and the devs forgot to roll back some M3 nerfs when they buffed all of its counters.
Soviets can hit critical masses of certain units when hitting the late game siege situations. But the only use I've seen out of T-34s is to ram everything in sight to give my teammates a chance to get in. |
Another extra special, extra silly 3v3 with randoms.
The first conscript squad I pump out goes on to acquire 3 shreks over the course of the game, and quickly hit vet 3. They proceed to rickroll the entire german team, along with the help of a plethora of IS-2s and some SU-85s, softening up the heaviest of tanks for the kill.
What's that? You thought our tanks were the biggest threat? Nah, just click on this link:
Never gonna give shreks up,
Never gonna drop shreks down
Always gonna run around and hurt you... |
The situation gets worse in larger team games.
In 2v2, the gap narrows slightly, probably due to Soviets being able to split the Soviet tech trees, along with smaller, more manageable maps.
I think the more players you add, or brackets of players down the line, the wider the gap. |
He's trying to make the argument that being unsuppressable means they will stay the firing arc of an MG for longer, thus taking more damage.
Which is a silly argument.
The whole point of being unsuppressable is to be able to move to get around MGs and out of its line of fire. Any decent player will run all over the place dodging MGs and blowing stuff up.
No infantry, ever, should be immune to suppression. I'd even go so far to say that suppression resistance should not be a thing either unless there's some really, really, really good reason or penalty associated with it (such as extra damage from MGs).
Which might be an interesting way to do things. A small suppression resistance for drastically increased MG damage to Penals. But that would still require a drastic overhaul of that part of the balance scheme anyway. |
I forget who was talking about it, but there's a dev post out there basically saying that Valve/Steam pretty much stopped development and support for the feature in the middle of Relic trying to use the Steam leaderboards.
I guess you're seeing what's left of that attempt.
He also mentioned that they've had to start making their own leaderboards, which is one of the reasons why the new CoH2 official site and forums are taking so long. |
All mortar units take the blanket +25% on received damage. This means anything that can get up to shooting range on them can drive them away pretty quickly.
You can also use a scout car, no upgrade, to drive them back. You'll have to drive around to avoid being AT grenaded on the way in, but it has enough vision to see threats before they see you.
PGrens in a half track also help.
Finally, your own mortar has a faster firing rate. Fire a few rounds, redeploy, then fire some more. |