Ok, I was wrong on the scout car cost, but my point still stands!
@OMGPOP - While the Germans do have some stronger base infantry later in the game at long ranges, the soviets still have a lot of options to counter it (snipers, tanks, maxims, mortars, whatever). The game is more balanced there with larger scale strategies coming into play.
This part of the game is far different than the razor's edge of Grens vs M3s. Where if I make on damn mistake I'm immediately and brutally punished with severe model and squad losses. And If I even dare to send a squad alone it's almost a guaranteed squad loss to an M3. This leads to German's being largely pinned in their base or a small territory and there's nothing I can do about it as Germans.
As Soviets, I almost never feel I'm on the back foot. As German's, I feel like I'm about to be terrifying massacred by the monsters from Alien at any moment.
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Thread: Why this game is almost balanced13 Jun 2014, 23:38 PM
In: COH2 Balance |
Thread: Why this game is almost balanced13 Jun 2014, 22:08 PM
I've been playing CoH2 for awhile now and I can say that the game has made significant progress in balance. In fact, except for a few things which I will get in to shortly, the game is well balanced. I find most mid to late game engagements reward the player who has the superior strategy unit composition, executes effective flanks, and can react quickly to battlefield conditions (and, of course, a bit of luck on your side): Company of Heroes is meant to play like that. Now, what makes this game brutally imbalanced (at least for 1v1) are a few early game units and abilities that the soviets happen to have. First off, Soviet mines. These things are far too cost effective at killing infantry. Often times they 1 shot the entire squad (which in the first 5 minutes of the game is devastating). If I even have 1 grenadier remaining after they hit a mine I count my lucky stars the squad wasn't wiped. For 30 (35?) munitions, these mines provide far too much cost efficiency and even leads to the Germans being pinned in their base lest they dare to move out and get killed by mines. Waiting for minesweepers isn't as easy as it sounds. - The mines must be fixed. Make it like vCoH miens where they only kill 1-2 members and pinn the squad for a time. Anything but wiping entire squads at full hp. Soviets don't need free squad kills to crush their opponents further. Now for the real problem: The M3A1 Scout Car. What's suppose to be a light recon unit means to scout and harass enemies turned into a murderous deathmachine on wheels. These units are so powerful that players like Cpt. Molo can play soviets exclusively and face off against top tier players with pure scout car spam and still perform well. Here's how they make Soviets win: - Priced at 190 MP, 5 fuel, the M3A1 is dirt cheap. And for all that it provides, it's simply an investment you can't ignore. - The M3 is very fast, able to outrun retreating infantry. This allows for easy squad wipes for any German infantry that dares to venture alone. The M3's formidably machine guns combined with combat engineer flamer or even guard DP LMG makes short work of retreating infantry. - The M3's gun is surprisingly strong at long range. If you manage to face an opponent who has some understanding on how to handle these cars, you will face grenadiers in cover, which the M3 can efficiently handle outside panzerfaust range. The grenadiers, even in heavy cover, will inevitably lose when the soviet army comes for them. Even if the Grenadiers manage to heavly damage the car, it can easily back up and be repaired quickly for 0 Manpower bleed. - If anyone played Dawn of War 2, they are basically IG Sentinels that made the IG race strong. - The car faces no serious counters until German Tier 2 comes out, where upgun 222's or pak guns can effectively handle them, allowing Soviets to basically run wild with 1-3 M3s for several minutes and take the map. Now knowing that you can't send units alone since they will almost always die to a flame car, you try to keep your army together and play very defensively (you basically sacrifice at least 60% of the map doing this). This strategy is almost always what you see top players do in response to scout cars. Even playing this way, your lines still might be broken, which will end the game for you as you already ceded most the map. What's wrong with playing defensively? Nothing, CoH is a long game and holding at least part of the map can keep you in the game for a long time to make a break out. The problem is this 190 MP 5 fuel car can so effectively shut German troops at almost no cost to the Soviets. It's extremely lethal to units and scores easy squad wipes and can deal good damage outside Panzerfaust range (maybe if Grenadiers had a built in sprint ability like conscripts it would be different...). They simply dominate the field, allowing the Soviet player to dictate the flow of battle and gain a significant resource lead that will eventually culminate into a dominate army. Between mines and scout cars, playing as Germans is like storming into no man's land (it's very hard). Just look at the success of OMGPOP - sure he's a great player, but by simply building scout car he just dominates everything in sight with little effort. He thrashed both me and VonIvan with simple spam into guard squads in short order. Fix mines to stop 1 shotting squads. Nerf scout cars - it baffles me why they got buffed so hard last patch (HP increase from 180 to 200 and increased armor penetration). My suggestions: - Remove the machine gun and decrease cost to 120/5, making it a pure recon unit and mobility tool to protect infantry that hop in to give it some firepower. - Increase the cost to at least 222 levels (230/15), if not more. - reduce speed (odd for a scout unit, but it's too damn good at killing retreating infantry). - Severely reduce HP, making it far more risky to run the car into enemy territory to chase retreating squads. A single panzerfaust deals only about 30% of its HP whereas conscript at 'nade is far more damaging to a 222 (and easier to pull off with sprint). In my opinion, nerfing both soviet mines and M3 will go a long way in making this game balanced. There are several other things that I would like to change, but none as glaring as these. P.S. Nerf ISU-152 1-shotting infantry (reduce accuracy vs infantry?). In: COH2 Balance |
Thread: Worst balance ever . soviet domination7 Jun 2014, 05:00 AM
While I don't think it's as bad as you make it out to be, soviets do seem to have quite the edge in 1v1. Their mines tend to 1-shot wipe entire squads (which is devestating for the Germans so early in the game) and conscripts are as good as ever at being vastly versatile in taking on grens, MGs, snipers, scout cars, and Pgrens due to spring and molotovs (and some good ol' RNG). My biggest gripe with soviets is the M3 scout car being too effective for how early it comes out. It will often hunt down and kill retreating squads unless you are very careful at keeping your guys together. Priced at 190 MP 10 fuel, it's way too cheap for how good it is. Scout car and mines need to be changed. In: COH2 Balance |
Thread: fuck m3a15 Jun 2014, 02:52 AM
I tend to agree. M3's are too powerful for the early stage they come out in. They cost 190/10.... needs a price increase to at least german scout car levels. In: Replays |
Thread: M3s unbeatable5 Jun 2014, 01:27 AM
The M3s are a bit too powerful. They essentially shut down all German t1 units (you're never going to get an MG burst off if you're opponent has half a brain - same for faust) and they are way too good at chasing down units on retreat. This matters the most in the early game and it's exactly where these cars excel at. The only real counter is the 222 upgun, but good luck with that with Guards rifles that come to shut it down, mines, and sprinting conscripts with AT-nades. Make it come out later or make it weaker with armor/dmg. At the moment, it dominates German t1 infantry far too easily. And 30 muni soviet mines need to stop wiping entire squads. In: COH2 Balance |
Thread: Ostheer Sniper (1v1), Large Post24 May 2014, 00:39 AM
The Ostheer sniper already has quite a few defensive traits. Most obviously his cloak and his recloak time (after shooting) which is superior to that of the soviet sniper. I've had quite a few games where I simply cloak my sniper and jump from cover to cover to avoid getting killed where a retreat may get him killed. Both snipers send their targets to ground for a couple of seconds, allowing you to control advancing squads and put some distance between the sniper and the enemy. The Ostheer sniper also has a stun shot which is quite handy for using on charging squads to help him retreat (since it resets rifle cooldown between shots). I believe making the sniper even better at defense (be it through HP and/or armor buffs) would basically make him nigh unstoppable except from a counter sniper (which was already mentioned). The sniper is an expensive supplementary unit that slowly whittles down the soviet army. If the enemy somehow manages to get an infantry squad right on top of him, or a scout car for that matter, he should be rewarded with a high probability of killing that elusive sniper. He's already very easy to keep alive at long distances and I haven't lost a sniper to "bad" RNG(first mortar fire, 1-shot crit on retreat, etc.) in ages; this is mostly because these occurrences are exceedingly rare and very easy to avoid with proper care. In short - I can be aggressive with the sniper and keep him on the front-lines, but that puts him in the way fire and greatly increases his chances of dying. As such, I prefer to keep him back more and give him heavy screening/protection with grens and MGs. This sacrifices some map control, but is great for a defensive war of manpower attrition. In: COH2 Balance |
Thread: Ostheer Sniper (1v1), Large Post23 May 2014, 07:23 AM
Snipers are fine. Please don't change them. In: COH2 Balance |
Thread: Sniper Clown Car17 Mar 2014, 15:15 PM
Funny, whenever I face sniper scout cars (or any scout car strategy), I just build 1-2 222s (with at least 1 upgun). If he invests so heavily into snipers as well, it usually becomes an easy win. Sure they are rather fragile, but with proper micro they stand up well enough to hold the map. In: COH2 Balance |
Thread: Death to all the RNG gods5 Jan 2014, 11:22 AM
While I think some RNG can have its place in an RTS (forming a strategy as to take out the risks over the long term and accounting for different probabilities in your actions), the game simply has far too many outcomes simply decided by luck. This occurrence mostly takes place in the first ~9 min or so due to very lucky squad crits, engine crits, and flame crits (among other things) that can swiftly win or lose you the match. The game can have it's RNG - that's what makes Company of Heroes different than other RTS games - but it's simply too much at the moment to foster any real competition. In: COH2 Balance |
Thread: R4 Jesulin vs VindicareX15 Dec 2013, 15:53 PM
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