having not played automatch vs humans for 2 patches (the ppsh conspam one and the joke of an attempt at balance we had a few weeks ago) my 6 most recent matchups in 1v1 an 2on2 (AT) have been fine so far
yet i remember terrible matchmaking in the past. but i would have to confess: it isnt automatch's fault. its the lack of/ inactivity of high rank players than results in one getting matched up with "noobs" |
if hmgs had "attack ground".... |
in my opinion soviet mines need to work like this
Damage inner radius: 200 (killing the soldier/s who actually trigger it and dealing high dmg to vehicles)
Damage outer radius: 40 (same as s-mines / still heavy dmg = might wipe injured squads, wont wipe full health squads)
i might be ignorant of something relevant here... but then ignorance is strength.
especially when discussing balance |
erm...yes yes..whatever you say, human, whatever..
Ontopic: PaK43 fourth man is also great news, even if it is +1 man more to the crew, it adds a lot of survivability...hopefully it wont get wiped as easy as it was before the patch.
Also, why the nerf to the howitzers? OMG
As is stated before: Howitzers got their shots reduced to compensate changes in reload and aoe profiles. theyd be to strong firing their old number of shells per barrage |
i think when talking arty one has to consider this :
AOE Profiles
Very similar to the changes made to grenade AOE profiles. Long and mid-range AOE no longer has a chance to miss its target, the weapon profile damage has been averaged out to compensate. Slight adjustments to AOE radius or distance values were made on a number of support teams to better align them with their intended performance.
maybe shots were reduced to compensate for better aoe profiles |
"I said we wanted to create the complete World War Two experience with Company of Heroes 2 so the future will hold lots of interesting things for our fans!" -Greg Wilson-
pacific war inc. as soon as Western Fronts will be considered slighty balanced
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As far as I've tested (and this has been reported) the second Soviet sniper model is immune to countersniping while inside the M3. It can still die to anything else (mortars/mines/nades) etc etc. I wouldn't really call it an exploit because I don't think anyone knew about it (myself included) until a friend and I extensively tested it, so I don't think anyone was purposely abusing it. Additionally I've ever seen anyone but myself and a couple close friends countersnipe into the M3.
Anyways, a lot of this game is dependent on RNG and it is easy to chalk up mortars to just being "rng" counters to things but you could claim that about a mortar shooting at any squad. Sure there's a small chance that you can go an entire game without your mortar landing a single hit on anything, but it isn't likely. Even a perfect PGren flank could fail to kill both models because... well... "rng." Part of this game is creating situations where rng favors you, and taking advantage of that. The mortar HT (or even a regular mortar) over the course of a game will have a pretty damn good chance of instantly killing the sniper, but even if it doesn't it still puts heavy bleed on guards and the incendiary round is an extremely useful area denial tool.
The 222 is great just to keep the M3 at bay and to force guards to be constantly present. Sure you're probably never going to actually kill the M3 against a good player, but you also shouldn't lose your 222. Guard/Sniper early game is generally something like 1 Sniper, 1-2 Cons, 2-3 Guards - the important thing is that they usually only have 5 infantry squads, even less if they go double or triple sniper. If you force one guard squad to constantly babysit the M3 because of your 222s presence on the field they only have 3 squads (4 if you really want to count CEs as a combat squad mid game) to contest the rest of the map, in which case you should have a larger portion of the map held than the sniper player.
To beat a strat you either have to undermine its strengths, or exploit its weaknesses. The strength of sniper/guard is extreme manpower efficiency since you're almost never directly engaging in infantry combat, and your sniper can put heavy bleed on the German player. I've played sniper/guard/su85 since beta and trust me when I say, if you start losing lots of guards you're going to be *extremely* manpower bled, ultimately making it very difficult to tech or get T34/85s. Consequently the best ways to bleed guards, while avoiding snipers are the German sniper, and mortars/mortar HT.
Alternatively you could exploit the weakness of this strat - map control. You don't want your sniper to be capping, and you always need a squad spotting for the sniper, and you probably won't have PPSh or molotovs which means your Cons will lose to grens, badly, as soon as LMGs/G43s enter the equation. All of this culminates in the fact that if the German player spreads himself out and caps multiple points on the map simultaneously it becomes difficult to hold onto everything, since you'll probably only be winning fights where your sniper is present. Guards with DPs can stand up to vanilla grens, and can beat LMG grens if you land a good grenade but in terms of MP efficiency you'll still probably be on the losing end of the trade.
+1
EDIT: while i totally agree with sniper/guards being beatable, i still feel that it is one of the most annoying strats to play against and shouldnt even be in the game to begin with (for example snipers should never be able to shoot from vehicles... they should be microintensive high risk/ high reward units, not a bunch of drive-by-shooting clowns) |
the strategies explained in this thread really helped me a lot!
10/10 would read again |
3 words: elaborate troll post |
See, that is the problem versus Sov's...
You lost resources and power making a army to control 1 or 2 squad...
And loose by the others sov's infantry's...
i left out the rest of your comment cause im not able to comprehend what you were trying to say, sorry
and im not building an army or wasting resources to counter 1-2 units. i built 1 mg/sniper per shocks to a maximum of 2 of EITHER not both + a standard mg. so basically ill have 5 t1 units (2-3 grens, 1-2 mg, 1-2 snipers). im paying anything between 480-720 mp to counter up to 880 mp if he fields 2 early shocks. how is that considered wasting resources in your book? |