CoH2 is not 50% off of it's already reduced price of $40, making it $20 USD.
On top of that, the older commanders and skins are also part of the same sale.
Sadly, I wanted to pickup some skins, but I'm waiting on some much needed balance patching before buying anything else, and even then I'm just buying skins until Relic sorts things out. |
Only 11 games as soviets kind of means you need to do the same and play Soviets.
There are the same commander and spam issues that Soviets face as well. The entire German army seems to suddenly been made of Tiger Aces crewed by terminators, for example.
Gren spam with LMGs has always been an issue.
That said, both sides need these problem commanders fixed. |
I disagree with reading way too much into Andy's play. He's actually using MG42s as intended, which is because MG42s were intended to be used with support, any support, doesn't matter if it happens to be another MG42.
And, it's clear that the Relic designers are now intending that all MGs require micro to use effectively, since previously the MG42 could act without micro, or support. How much micro or support is needed is an issue that should be looked at by people with more time than I.
Even the Maxim, despite it being pretty good at suppression, requires you go get a narrow firing cone on the enemy. Sure, it is quick to setup and breakdown, but you still need to get it pointing in the right direction.
Heck, one of the major complaints of the Soviet Defensive commander is the DSHKs go against that design intent to require micro. Then again, it is a defensive commander. |
Heh, we may need another beta leak.
Anyway, I agree that the MG42 needs tweaking, but any direct buff to its suppression ability would bring things dangerously close to the pre-nerf MG42 status, and that was grinding the game down, which was why it got hit with such a nerf bat.
The MG42 actually does suppress in one full burst, the real problem is that yellow cover negates a chunk of that, and the MG42's lone sight isn't enough to see units far away without a spotter. So conscripts will usually be able to oorah into range and throw a molotov.
The problem after that is if you increase the suppression such that the MG42 can suppress a conscript squad as it closes in with the random bits of yellow cover, that would increase the suppression to the point where it's effective in all situations, and insanely effective if properly supported.
Change is definitely going to come, it needs to come. |
Well then, the effects programmer has some work to do or something else is going on with that other than raw stats. Either way, the Ostwind's blast seems to have a bigger spread that throws out fragments like grenade explosions do. So, if it's just a graphical effect, that needs to change to truly represent its area of effect. If it's actually causing damage, then there's a secondary frag effect being applied not listed in the stats dump.
Then there's the damage spread and fall off.
Either way, the scatter change still helps infantry survive against tanks that are closing in, or chasing them down. It helps even out situations where tanks are driving back and forth around infantry to force them to dodge, or to try and crush them since less damage from the main guns are applied on average. |
I don't see too much of a problem with an upgrade for demo, so long as the charges are made cheaper. I do think it's incredibly powerful and I'm not sure I like it being used as a sure fire, squad wiping, manual mine. That said, making it an upgrade wouldn't solve its effectiveness, it would just be another minor gate to people who use them extensively, and something that would make others never use them. Perhaps the change instead should be that demo, once activated, instead lights a fuse that gives both an audible queue that sounds like a fuse, and gives an on screen timer like a grenade. It'd give sweepers some time to disarm it, or time for units to run away. But, it makes it still effective against bridges and buildings where it should be since it takes time to cross bridges or get out of buildings.
Haven't read any of the other changes, although mostly I think it's a lot of wishful thinking for a giant change like this, when the devs are barely able to keep up with smaller changes. And a lot of people have suggested other changes just as sweeping and get shot down for the same reasons.
I don't object to sweeping changes in the early game to Pioneers and Combat Engineers. But, let's fix the problems we have now, let the meta stabilize, before a giant change.
Then we also need to acknowledge that CoH2 is still a different game, and so many times I see the changes with the most +1s are really just trying to turn it into CoH1 again even if some of the rationalizing sounds good. Having played CoH1 for a long time, I don't think it's always a good idea to relive the past too much. |
Paks being able to cloak at vet 0 or even vet 1 would be too much. Soviet armor mostly cannot take a punch despite being able to put up a slight fight. Cloaking paks on top of generally superior German anti-tank ability would be too much just to try and deal with the T-70.
I really disagree with a single shrek upgrade. It makes Pgrens too good overall at killing both vehicles and infantry. If PGrens ever got the ability to upgrade 1 shrek, they'd have to do something where they start with only 2 assault rifles (also increase AR effectiveness into mid range) and 2 rifles, and you have to choose between 2 more ARs or 1 Shrek.
Problem with tank traps, and defenses overall is that it promotes a very fixed play that's never jived well with CoH overall. With TTs being locked to commander choice, you can be pretty defensive, but you lose out on more offensive abilities.
Sadly, at the time that the multiplayer is representing, Germany had switched away from using AT rifles entirely. |
Yeah, I think the scatter change, as others have said, are aimed squarely at things like the T-70. But it also happens to affect other infantry killers, like Soviet armor overall, and the Ostwind (albiet that has a much larger AoE). |
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Yep, just unlucky.
All cannons should be able to affect infantry. Every tank is a threat to infantry, the difference is that some tanks are less of a threat, but if you charge one head on with the expectation of not taking any losses it's a bit unreasonable. |