Yes mortar is correct counter, but having to get one so early puts you on the defensive, and doesnt counter it really fast while they move the HMG about a lot.
You need to get out your base FAST to not get rolled by T3, and that can be quite hard vs 0 CP heavy HMG and con backup. |
I'm actually finding the soviet defence doc to be OP as well (playing as and against).
Every soviet seems to play it now in 1v1, and as long as the map isn't too large, 0 CP heavy machine gun combined with conscripts, is virtually impossible to beat early on. |
While it would be nice to have a choice tree like coh1, I actually think its not too bad a thing to have certain abilities available several times.
The reason there are so many overlaps is because there are lots of commanders, the whole idea IMO isn't the fact each commander has similar abilities, it's the things they have different.
For example, the 2 ISU doctrines are very similar, main difference being shocks/guards.
In my opinion, this system of lots of overlapping commanders, provides players with greater choice of which mix of abilities to use, without having a system where you can choose an exact deadly mix, which could be open to unbalance.
This system ultimately means they have to try balance each one individually, easier when you are taking about 5 abilities only. Having a near infinite mix of abilities would make balance much harder.
Finally, if they reduced the amount of overlap, I believe that would actually reduce choice for the player ( under current system), for example: I would like to play with shocks, currently I can choose from very different doctrines containing them, if there was only 2, I would be massively restricted in how I play if I wanted them.
Having abilities overlap, brings those abilities closer to being core units/abilities, and slightly further from being doctrinal, while still allowing devs to limit them when other potent abilities are chosen. Meanwhile some abilities are more rare. I think this is fully intentional.
I think they could use a system where you create your own commander, but certain abilities would prohibit other ones that would be deemed to be an OP mix. There could possibly be a max and minimum total combined CP number as well (too prevent too many early or late abilities in one commander). You would have to be able to view their selection on loading screen, but this idea would probably take away from players who react well to whichever doctrine is chosen.
I seem to be the odd one out, but I actually like the current commander system. |
You want to be thinking about IL2 bomb and ram.
Even if you only score a crew shock, that's enough time to bomb it, just call the strike just before your T34 rams.
Also, standard howitzer might be nice because it barrages for a long time keeping pios away, all the while chipping decent HP off the tiger.
You just have to make sure to damage it's engines first.
No kind of german air strike to worry about for your howie, so keep well defended with paks. If you can stop tiger getting to your base (hard part), you should be ok |
The t34 one sounds nasty, I'm presuming 'green' 34's will be 3 CP, which is totally spamable without T3/4, then you can either rely on the hero 34/85, or build T4 and support them with SU85s.
But we'll just have to wait and see, hopefully be more balanced. |
And cheaper spamable T 34s plus hero 34/85s in one doctrine. |
There is a doctrine commimg with cheaper but weaker call in T34s (called green T34). Also has elite T34/85 s |
Greeb, an army of panzer grens? They are expensive to reinforce, buying vet ups their reinforce cost further, and he has no resources once its called in.
All you had to do was get snipers, or some kind of arty or flames and he would be soo screwed. |
I think the cost of the Ace works ok, hear me out:
Say you get 2 p4's and a collection of inf, you will not have 7 CP yet, but if you continue to produce units you will probably pop cap yourself so you can't call the Ace (I've done that once). Also if you do call it, your large army will die off fast due to obvious upkeep costs.
On the other hand, once you have above army, if you then save your resources for after you call the Ace, it will sustain your army a while afterwards. (This is how I use it).
3rd scenario is that your taking a bit of a battering from the soviet and have had to keep using resources just to try get the above army.. Now if you call the ace it will be a close affair because you don't have the solid support, or resources to back it up, it could crumble around your ace.
So IMO, it works best when you save resources leading up to calling it, in much the same way you save resources for a normal heavy... Except the permenant halt to res is actually a higher cost. |
It can only be beat with correct preperation.
If they reach 7 CPs with a sizable army and you dont have the tools to take it down, its going to trash your base way too fast.
I take it on a less than obvious route to enemy base to try avoid mines, and stick it through a hedge. If it gets engine damage there, who cares. |