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Residence: United States
Nationality: United States
Game Name: EXPERTSVonIvan
This is what bothers me most about the current balance of the game and high lights the difficulties as a Soviet player. Soviets have to 'manage' to defeat the OKW early. I use the word manage as StrumPio's are out performing every infantry type except for Shocks. Somehow, we are expected to take advantage of the OKW's slow fuel gathering by bringing out armor early-mid game. It is very hard for the Soviets to advance armor when it is hard countered through the Schrecks, Puma, Jagdpanzer or Raketen.
Puma/Shrecks and Raketen hard counter the T70.
The Jagdpanzer hard counters the T76 and SU85. Shrecks continue to nibble damage.
It is now mid late game and the Soviets have exhausted fuel on early light tank and a medium tank. Either one of the two new Super Tanks are coming. The Soviet's lack any sort of hard counter to them. The SU85 can't flank due to lack of speed, mobility, and weak armor. The IS2 can take it them head on but cannot over come their massive amounts of frontal armor. All counters take damage from the Raketen (including the IS2).
Its now late game. The OKW player has Super infantry on the field. All soviet infantry melt. Your T70 or T76 is one shotted by the Super tank. You can bring out the KV8 to deal with the Super infantry but it will be killed by the Super tank. You choose a second IS2 but the OKW player has dispatched their second Super tank or have brought out a Jagdpanzer.
This is the situation my clan is dealing with right now. Something has got to give in terms of OKW superiority. They do fine early game and ramp up starting mid game. Come the 20 minute mark the OKW can yield Super infantry. At the 30 minute mark the OKW can yield Super tanks. The Soviets lack counters. Non-doctrinal counters are literally impossible.
I don't have all the answers but I feel the Strumpios need to be toned down to allow Soviets time to expand the field during the early game. The T70 needs to be looked at and adjusted accordingly when compared to the Puma or PII. The SU85 needs to be looked at and adjusted accordingly when compared to the Jagdpanzer.
The only weakness I've identified in the OKW game play is if you are able to destroy one of their trucks. They will be unable to field a King Tiger but could still go for the 13CP Jagdtiger.
Is this directed to specifically 1v1, 2v2, or both? Because I have found 1v1 to be quite easy as the Soviets vs OKW(as well as 2v2), maxims, snipers, mass cons, all counter OKW well. Teching to early tanks is an issue ofc, I simply go for an AT gun or two to counter the puma or w/e tank the OKW can afford(You must remember OKW are actually fuel sapped for the most part unless you give him more than 65% of the map, so taking out any armor that has a cost similar to the puma or higher will severely hurt the OKW's ability to bring out more mobile at/anti-inf vehicles). I then proceed to either go KV-8 into IS-2 or dbl 85s, though I find dbl 85s aren't really needed to combat vehicles vs OKW, as they are usually more infantry reliant, so KV-8 is perfect for the occasion.
The weak point of OKW in my opinion is that they cannot easily attain a critical mass of AI units. They're swimming in AT options with Schrecks on Volks, Puma, Panther, Jagdpanzer4, Raketen.
Anyways, Volks don't really kill anything (although I love them as a schreck platform), Sturms don't scale into the mid/late game and OKW does not have a reliable AI tank (the puma is okay and imo the Lusch is too expensive for what it does - maybe this patch will help though). So you're left relying on Fallshirms and/or Obers, both of which are good, but it is hard to field more than one of either of those squads due to cost. Even building the flak HQ can be extremely difficult in a close 1v1, and it is so resource intensive when you basically NEED a Puma to not instantly lose to USF AA HT. (Personally I don't think teching the flak HQ is ever viable in a real 1v1, maybe on semos which is why I think Fallshirms > Obers) and I hate getting elite infantry without having the healing truck around the same time.
Even late game most of my USF matches are hard to close out because there are so many BAR Rifles running around and I only have a few units to compete with them.
I have also found PanzerFusiliers with vet + G43 to be pretty reliable against upgraded riflemen on most maps. My biggest problem with OKW is AA spam, which, even when using a puma, is a challenge. Riflemen blobs on an early cutoff with upgraded bars have also been quite the mess to deal with.
sherman HE will be overbuff. It just need scatter buff, not AOE buff. 3m radius is sufficient against 4 men squad. Sherman will be the new 105 bulldozer.
uploaded some HE kills before patch
lol that kill was due to the fact that you clumped your unit up nicely.
Mmmm interesting. Puma is going to have a profound effect on the mid-game. Sherman will most likely be chosen over the Sherman bulldozer now, considering it is cheaper and even more effective thanks to these changes. Some other nice changes. I am really looking forward to the new PPsH readings. Hopefully they'll be good at mid-range again, will take a look tomorrow. Rest of the changes are meh.
It is in fact not using the incendiary rounds ability until after everything retreats.
The MG42 suppression rate is just fine, and is kinda OP at higher vet levels.
After having the Cruzz Experience 2.0, I realized the fault was with my decision making in not attempting to counter his vet 3 MG42s with a mortar doc or some sort of artillery. While vet 2-3 MG42s are freaken strong, it is your responsibility to get the right counters out when needed.
I love how everyone becomes a balance/design expert on the forums and has the ultimate balance idea.
+1 Cruzz. Guys; he is the man who knows who to play the game and knows what he's talking about, you should listen to him.
Also +3 to Cruzz being a wise old sage(No, not SageOfTheSix, don't interpret it as this please Cruzz OpieOP). Listening to him will all be in your best interests. /VonOut
I don't usually complain about anything really in-game, but this match was pretty ridiculous. GG WP nonetheless. And before you say "Y no mortar?" I did use a mortar, and it got killed by the mg42 too.
I hope Relic will reduce resource income to 50% for Oberkommando and will improve USA blobing system
Oh look there I am! Not bad, not bad.usf
On a moar serious note. I would say the balance is somewhat good overall. Certain units need to be toned down, while others slightly buffed, as well as early game abilities limited in their effectiveness. I have found that the U.S., while being slightly better at early-mid game, suck late game against vetted Oberkommando units and vehicles. It all comes down to who can keep their shizz alive during that critical point of the mid-game. The OberKommando is good at hunkering down and committing to large scale assaults, while weak in maintaining a constant supply of resources, but for good measure, as I have found their units to be the most versatile and effective in countering pretty much everything in CoH2. The U.S. is good at being more mobile when needed to shift their focus from one side of the map to the other. They also have a wide range of counters at their disposal, but those require upgrades/certain doctrine choices, so if you pick the wrong counter or are unable/forget to tech to get what is needed at a certain time during the game, the Oberkommando will roll right over you, same goes with the Ostheer being able to push you back as well. These counters, while useful early-mid game, barely hold up against any late game tech or vet from either the Oberkommando faction or the Ostheer faction.