Thread: T34/8516 Oct 2013, 00:03 AM
I really don't want the T-34/85 to be equal to the Panther. The reality was that only the turret and gun was upgraded, the hull was mostly the same.
However, the additions to the turret were substantial, it had a turret basket, positions for loaders, commander, and gunner, so a 3 man turret. In the 76 version, they would stand on top of ammo boxes to reach the 2 man turret controls. T-34 crews would steal the seats out of American supplied Shermans.
It doesn't take crack German training to load a gun quickly. |
Soviets can still need more micro overall, but still have some units or combinations that allow for less micro in one area, letting you get maximum use out of others units elsewhere. Likewise, Germans could be forced to use a bit more micro, which is what the MG42 change a few patches ago was really all about.
There are some late game builds that did lessen the micro. SU-85s used to be one, but it was too spammable so now requires even more micro. Shock troops are definitely a light micro unit due to their survivability. Even though you have to micro them towards the enemy and use their abilities, you aren't constantly watching over them just so that they survive a late game fight like conscripts and T-34s.
I don't think it's feasible to expect an entire community to download a non-existent tool tip mod for the game just to become "not ignorant" either. Nor should players have to download a mod just to get that detailed info. There is a reasonable expectation that even if you're playing to win, you should be able to suss out 90% or more of the strength of your units just from playing intuitively. That's the difference between CoH and Starcraft.
I think the T-34 right now is very similar to the M8, great initial shock value, but quickly outpaced. If you try to keep building more of them, they are a resource sink.
However, I do think that the T-34 vs P4 matchup is really nice, but there's a lot more in the game than that. Those heavy call ins really throw things out. |
Nullist likes to bandy around a lot of words and concepts he doesn't quite understand.
The post is there to find by searching through your history. I don't have the time to dig through your crazy posts for one more crazy thing you've said, and you've about burned up any good will built up for you with your recent posts on ignorance. So, make yourself less ignorant and go look it up yourself. |
I think at this point in the war represented in multiplayer, Finland had cut a deal with the Soviets to be part of their side, and having to oust the Germans out of their territory.
But, either way, it's an interesting and fun option.
Of course, I had to laugh a bit when I first saw this because in a lot of the miniature wargames I play, the writers tend to make Finnish soldiers into supermen with crazy abilities. |
Thing is, Soviets don't have tiers so much as a building tree. Very rarely will Soviets tech back due to the time and resources it takes.
Germans have more solid tiers.
They need more AT options in Building 1, so that Building 1 and 3 becomes more viable. As it stands, if you plan to go Building 3 for T-34s, then you need Building 2 for the zis-3. |
Okay, you know what, I actually thought you were onto some good things, with some solid points in other posts on these forums.
Then you pull this crap.
This same typical crap you pull, repeating the same stupid notion over like it meant anything the first time.
It is not ignorance to assume that a unit is supposed to work like it is presented.
We're not talking about human rights, philosophy, the arts, or real military tactics. We're talking about a game that you are supposed to play.
Imagine a game where all the units worked opposite of how they were presented.
Imagine if CoH1 had Riflemen all work like Knights Cross Holders without the BAR upgrade, and the BAR upgrade turning them into snipers. However, every description, tool tip, graphic, animation, and more stayed the same for riflemen and the BAR upgrade.
It would not be ignorance for players to be upset, and for people to consider CoH a terrible game if it worked like that. |
It is not the player's job to have to learn every detailed stat in the game.
Not only that, if everything about a unit that was specifically made by the developers says they are expendable assault troops, it's very safe for a player to assume they are expendable assault troops, and to be disappointed when they don't quite work as such for their cost.
It's not the fault of the player for forming preconceptions when the developers themselves have planted that preconception.
Good design involves being able to make a unit such that just using a unit should tell the player how to get a good base of use out of that unit. That's regardless of whether there are detailed tool tips.
Then, looking at stats will give you a small edge in certain situations. That's the edge that expert level players use alongside good micro/macro to win.
When the very core power of a unit is hidden away in obscure stats, and everything about stats says to use that unit in a way against what it is presented as, then you have a problem. It doesn't matter how many people point out that hidden power exists, what matters is that it's confusing and inaccessible to most.
It's like if SC2 zerglings were crazy good at ranged combat, but die in droves in melee combat. Everything about zerglings, including description, graphics, animation, voice overs, even most of their tool tip say that you charge them into melee to do damage, soak up gunfire, and tie up units. Players wouldn't stand for such strangeness in the design of them, and they shouldn't.
It's telling that you hardly see any expert replays, or people in streams using them, even if they're supposed to be that powerful in the right hands.
I actually think the T-34 is in a pretty good place now. Effective when initially brought in, but they quickly become a resource sink if relied on to finish the job or chase down weakened fleeing units. So they can become a trap that leads to a downward spiral in resources and army composition. You start building more T-34s, and stuff to support them, and end up losing to the things that counter both of them.
Up until the recent patch, it's backup, the AT gun wasn't effective enough. And teching to other options for Soviet takes a lot of time and resources, hard to do while fighting off the very things you need to counter.
This is why the T-34 can still be fine as a unit, and still be a problem overall. If the game was just Panzer 4s vs T-34s, it would be a wonderful and interesting match up, but it's not that.
And that's why there's topics like this trying to come up with solutions for the Soviet army overall. |
Technically they do. But they have long range firepower for some reason since the whole unit has SVTs. Yep, some of the best long range infantry firepower in the game for straight DPS, but weirdly on a lowest of low assault troop.
I've always imagined that Penal Troops would be closer to Ostruppen, but with assault related abilities.
However, as I've said before we already have conscripts to make those assaults, and they're one of the cheapest to reinforce already. So if the enemy is already countering conscripts, that type of penal troop wouldn't really add anything to your army composition.
Which is why I think they slapped SVTs on them and raised their price to 360. Then they ran out of time and couldn't record voice acting and art to make them a new unit entirely.
Doesn't matter that Penal Troops are actually work well at long range. What matters is that they don't work for their intended purpose. |
Awwww... |
Real deal as in Relic's own better replay system? If so, YIPPEEEEE!
Considering that a Replay option was part of the after game poll in CoH2 after the last few patches, it means the devs obviously know and want it to be a solid feature.
If it's coming soon, that might mean enough people voted it up.
Of course, that assumes it is the Relic version you're talking about.
No more having to watch ImperialDane constantly switch between sides I hope? |