Enough of this maxim's are OP crap. They are fine as they are... |
I would say US Forces definitely have the advantage over Wehrmacht. |
Trying to compare the USF to Soviets and Wehr in terms of design is laughable.
What? I can't compare basic early game engagement tactics? They both have rifles, both have infantry. I have no idea what you are trying to tell me. |
Just make it target one squad, and maybe bump their price up to 200 MP.
Removing it would mean the death of US forces. They have no other ways to win early engagement consistently.
They're called Riflemen. Soviets and Germans have to use positioning and cover to win - so should Americans who already have quite and edge with superior riflemen. |
Simple fix just make cover effect the effectiveness of volly eg.
Heavey cover- volly has very little effect
medium cover volly takes a reasonable time to take effect (say 5 seconds or maybe more)
Light cover- volly takes effect reasonably fast (say 3 seconds)
No cover- volly takes effect extremely fast
I think something like this would work really well.this would reward good play and punish bad play as cover is one of the most important elements in coh2.
This is already the case, It's very hard to suppress squads with it at range in heavy cover. The suppression works like any other suppression where cover helps to reduce it. |
Remove the ability from the game and it will be balanced...
On a more serious note, it needs to require vet1/lose the ability once you change targets. |
On the side not the Ami's at late game is far to weak with the jackson and the 57 at gun units having not enough penetration to deal with german heavies.
Not true. Jacksons can put the hurt on Panthers/Tigers and the AT gun has an ability to basically guarantee penetration... I can upload a replay to show you this (Jackson's/AT gun killing panthers). |
The Jackson Tank destroyer is incredible powerful tank. With the range almost equal to and ISU and powerful damage, it can really handle German armor quite well with good positioning (obviously it's HP is low, so it's a poor frontline unit).
I just played a game without the use of t1 and due to several costly early game mistakes had to drag the game into late game, where I sued Jacksons, Paratroopers, Stuart, and AT gun to good effect.
- I can upload the replay if you'd like.
I don't think the other American units are bad (t2/t3 units), just overshadowed by the massive over performance of American T0 and T1.
I think after nerfing those American units they should receive a slight late game buff either or both through Sherman buff and help with manpower shortages (less Riflemen upkeep or something).
And I'd be hesitant to nerf the Obersoldaten. While they have very powerful dps, they basically only do one thing and that's kill infantry. OKW have no other options for infantry to effectively handle other infantry (no MG that isn't doctrinal, Panzerfussiliers also doctrinal)and Volks won't ever cut it as they currently stand. Obersoldaten are quite easily handled with appropriate counters (MG teams, snipers, Light tanks) and bleed heavily. Is their damage too good? Perhaps, but for such a specialized unit it should be good... |
I like the part when Cataclaw became a girl. |
Mostly a Nerf America Thread. These are all of the most pressing balance issues in 1v1.
Nerf American Halftrack - it's damage is way too good. Destroys infantry and vehicles alike and comes out far too early in T1.
- Swap it's position with the pak howitzer in t2.
- Severely reduce it's Anti Tank capabilities.
American Scout Car AT mines do too much damage - they 1 shot pumas.
Volley fire is broken - make it at least vet 1 ability. Or make it so they can't pinn infinite squads.
In my opinion, American riflemen are too good. They dominate early game with their insane damage on a 5 man squad. They defeat all Volks, Grens, and generally Sturmpios (unless the American player is considerably foolish and rounds a true sight blocker into them), ensuring them early game dominance. And by the time the Germans finally have enough combined arms to deal with riflemen, they get hammered hard by a halftrack or even a stuart.
- I'm not sure what should be done with them - I think a damage decrease at long range should be in order, but I'm not sure what Relic was going for with their design. Are they suppose to wreck everything they see? Then increase their build time or something to reduce their early game presence.
I think the Sherman tank could use a buff (slight HP increase or armor pen or damage buff). The American early game dominance overshadows this generally underwhelming unit. It struggles to even deal with a Panzer IV; never mind Panthers, JagdPanzers, or other heavy tanks. If American players didn't win in 10 minutes, I think more people would see this.
Decrease the cost of Volks' panzerschreck (90 muni for one? They already get 0 munitions, this is just cruel). I suggest 75 or 80.
The Soviets (and Germans to a lesser extent) have clear roles for each tier - not this 1 tier covers and counters anything crap the Americans have. |