Ummm what USF have always needed bars to compete with axis infantry, maybe not early game but later on mid to late your riles are mostly useless with out bars. Zooks was kind of a luxary item but necessary for axis light vehicle spam, but nades I almost always bought you need them to take out infantry garrisoned in buildings and support weapons and now more than ever.
This has been the same for a long time now rifles don't beat grens heads up anyway I dunno who is the one with that idea to begin with cause they just don't and are majorly out classed even with bars compared to grens with 42s. Gren blobs with 42s beat para troopers. Also they frequently wipe retreating 1 or 2 models and riflemen almost never wipe a 1 model gren retreat which is kinda BS.
Right now USF is being put into a huge man power hurt, and extreme reliance on munitions and we are not getting enough to be able to deal with multiple threats at all. Also our tech cost for these things and being forced to make m20 or flak trucks almost every game is imo delaying the sherman for way too long.
Also why the F can strums dps down a emplacement that is broken as hell and makes no sense assualt engineers can't do that to bunkers. USF needs a mortar bad and not a shit one an incredibly accurate one like OST has.
If you think a mortar is going to worry a mg42 that is supported by halftrack then your going to be disappointed. A mortar will be more effective vs grens. |
They should make it a more effective AoE platform, it really is needed. However, they can avoid it becoming too good offensively by increasing setup time, while keeping the pack-up time low. So it is still fairly mobile and can avoid fire reasonably well, but won't be able to wheel up and instantly start suppressing.
This is similar to how they changed the Flak HT, instead of a quick setup and packup, they made the setup longer and removed the packup time. It was a positive change in that case, and I think it would be here too.
So how would you suggest axis counter an improved maxim if you maintain its current mobility. Axis do not posses as many mg counters as allies, guards and bazookas counter light vehicles and if you were to flank it with cc units it can just pack up and retreat. Axis would be mainly confined to using indirect fire.
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erm, NEIN
erm, yes.
I am watching Overlord cast atm and i checked when he started his last game. |
I only play 1v1 so that is what my perspective is limited to, and I think it is too early to fully assess the change, but the mg42 change was something that was desperately needed. That being said further changes are probably going to be needed but it was far to easy to just spam your way to victory on many maps.
Soviets and to a lesser extent USF really could do whatever they wanted for the first half of the game and really only needed to start making real decisions once axis armour started to roll out. Axis on the other hand basically had to play according to what allies did and were often forced into teching/commander choice based how the game was progressing.
I think the changes allow axis a bit more freedom to choose how they want to play the game. Allies on the other hand may not be able to dominate the etire map early game any more but they can still hold 50% with out to much trouble.
Personally i would like to see capture rates for all weapon team reduced by 50%. |
You start off with 0 fuel.
USF starts with 15 Fuel!!
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Mg42 Gunner gets sniped while he sets up. For next 16 seconds no one re-mans the weapon instead they just stand there shooting at rifles.
My opponent was Chinese whilst I am in Australia so there always seems to be some lag.
Is this a bug, rng or working as intended.
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http://www.coh2.org/replay/35584/realy-nice-player
hahaha
Yeah, that one might have been a bit wide of the mark.... |
Maybe if you just shut your f****** mouth I would not have said anything. You chastise me for moving my units out of my base in a group and are surprised that I respond. How exactly should I exit my base ??
Maybe make every unit leave in a different direction, or move each unit out 10 seconds apart. All my units accumulate in the base because they are getting healed, its only logical they will be grouped when leaving.
People like you play one faction, abuse the shit out of whatever is broken and then feel like your some sort of authority on the game. You spam rifles into callins and have the audacity to pass judgement.
I may have been out of line in the past towards other players however you are not one of them. I have played you before and it is always the same shit. Abuse whatever you can to win, and then believe your some upstanding member of the Coh community....
I respect those that deserve it, you do not.
End of story. |
You are going in circles. First you claim that the P4 vs. T34/76 matchup isn't as skewed as I made it out to be, then when I disprove you, you state pricing. Thats not an argument, that is coming up with excuses.
The P4 can absolutely beat the T34/76 1v1. However, there is no reason for the P4 to be able to not only beat the T34/76 in a 1v1 engagement, yet also be able to get ALOT better with veterancy, and also come in the same numbers as the T34/76 for as long as it does (5v4 is still in the P4s favor, in terms of AI and AT). It would be fine if the soviets were able to reasonably get a TD out with T3, and tech up to a true T4 with good, specialist units, like the ostheer can, but currently soviet T3 < Ostheer T3, and Soviet T4 = Ost T3.
This leads to a game where the stock soviets at their latest point in the game, are worse than both German factions in every way. That is not Asymmetrical design, that is plain BAD DESIGN. If you expect the callin meta to ever be fixed, it HAS to come with a fix to the core soviet lategame, because currently the core soviets are completely hardcountered by a single Pak43/ELE/JT, since they have no armor capable of supporting their infantry against heavy TDs. (don't expect cons/penals to do shit lategame without armor support to kill axis long range lmgs squads), not to mention the fact that the low DPS zis is only enough to scare away armor, not kill it.
Just because Ostheer T3 is as rare as Soviet T3 is no reason to claim balance. Everyone plays the game to win at high skill levels, and thus go for callins, to fight Soviet callins. However, let us not forget that non-callin-meta Ostheer is perfectly viable. This is why we see so many strategies based around CAS doctrine that rely on infantry with maybe 1 tank work perfectly fine.
Soviet T3 needs to have some advantage over Ostheer lategame, seeing as how it is the end of your tech tree. USF gets great AI + great AT at the end of the tech. Ostheer gets the Panther + Brummbar, both very useful breakthrough tanks to support with your P4s that also scale very well. OKW gets the King Tiger nondoctrinally, which can be suppored by AT infantry and great armor options, as well as the Panther for the early late game. T3 soviets get 1 unit, the T34/76, which loses to everything out of the box, then loses EVEN MORE as units vet up. T3 + T4 soviets lose the armor equaity vs. Ostheer, but gain a Katyusha, which is useful to harass defensive positions and blobs, and an SU85, which is Hard Countered by a single Heavy AT source.
Price is no reason to make a unit terrible at all times in the game. The Sherman costs less than a P4, yet is much better vs. infantry and only worse vs. vehicles, plus has the utility of radio net and smoke. Grens are much cheaper than riflemen, yet scale much better into the lategame with lmgs and vet. The Jackson costs a lot less than a Panther, but is much better vs. heavy tanks. The T34/76 is less than the P4 and Sherman, but worse than both in EVERY WAY (except for like .3 speed and acceleration vs. the P4), while also being the sole source of both AT and AI in Soviet T3. If you want to increase the price, I don't think anyone will complain about the increase if it becomes a good scaling tank like the Sherman or the P4. If you decrease the price and keep same stats, noone will complain because then it will actualy be cost effective for and have the numbers it needs lategame to deal with heavies. If you do neither, and also kill callins, you get a Soviet faction that is even worse lategame than USF ever was.
Buffing T34/76 in theory is fine, but what I would like to know is how do you balance the tank when you consider the effect of Marked Target and Soviet Industry. What kind of buff would make T34/76 effective without those two commanders yet not OP when used in conjunction with those commanders.
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yes it does.
Not to the point where USF gains the entire map. Granted this rarely ever happens but on some maps you cannot hold a fuel, a muni point and a vp. So you end up needing to sacrifice something which leaves you at a decisive disadvantage.
surviving as ost against usf early game is childs play when compared to surviving as late game usf against well supported tiger(s). combined with bs stuka strafe and rifle nades forcing you to have super-human micro to d0dge them all.
Strafe is only an issue if there are grens nearby to throw grenades on suppressed squads. If they do then just retreat, Ost just wasted a shit tonne of munnis to force a retreat, meaning less lmgs, less tellers etc etc etc.
Strafe is not an ability I agree with as it is annoying as hell but the game is full of bs cheese mechanics and 1 click instant reward abilities.
Rifle nades are just as bs as USF nades and smoke, except they have longer range. Usf nades are just as broken verse OST mg42, where Ost player has to be spot on with his micro or mg is lost.
with that being said, the m20 advantage can be negated by saving all your muni in pgrens shrek upgrade.
Yes, but that means no med bunker, no early flamer and no scout car upgrade, and if your opponent sees the schreck squad then he can just concentrate on patrolling the perimeter and planting mines. Usf can then focus on pushing with infantry, cause OSt have a useless squad in a schreck squad and all their units health is shit.
@OP trash thread m8. try to win as allies without spamming your ass off. You wont have great success. Its literally all u can do as allies to stand a chance. It comes down to the spam u must choose, it can be rifle spam, arrty guard spam in call-ins. either way as allies you do what needs to be done, I can guarantee the axis team WILL be spamming tigers and whatever op shit they enjoy using.
Surely you watched Stephenn play. Never saw him spam ever and he seemed to do just fine. Thats not to say that a lot of buffs and nerfs aren't required.
Personally, I think Ost vs Usf is a better match up than Ost vs Sov, mainly due to most players going Guard Motor every game. |