While Sturms may be strong in the early game, they are definitely not nearly as good as you make them out to be unless the map (or area of map) is particularly urban.
I'm not sure where the supposed imbalance is though. Even against 4x OKW I never felt like the early game was unwinnable due to the performance of Sturms and Volks as all Allied factions in team games. |
It's certainly still usable, especially in larger game modes.
Stun grenades deal way less damage but can still practically win you an engagement since it only has to hit one model to stun an entire squad. Definitely still a consideration for picking this doctrine.
G43s are definitely a handy and cheaper option instead of the MG42 on some maps. These along with the stun grenades can help you be more aggressive.
Smoke is always useful. It especially helps light vehicles stay alive after a risky push.
Stormtroopers are somewhat sub-par. In this doctrine they get G43s and the Panzerschreck's ability is pretty useful. Probably not why you would want to pick this doctrine.
The Tiger Ace is a difficult one to use. You burn a lot of resources to call it in and keep it. You'd pretty much just want to use it to try to win as fast as possible since it's already vet 3 and you should be near maxing your army at that CP. I'd say overall it's worth using but you should probably not rely on it for too long because of how bad your economy would be in the long run.
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There are really 3 commanders that seem to need changes: Breakthrough, Overwatch and Elite Armor.
Breakthrough:
Breakthrough tactics - fine as is
Sturm Offizier (or w/e) - I heavily dislike him. He encourages blobbing, has expensive abilities, and is very badly punished by focus fire or just bad rng. The abilities can stay but the aura needs to be either heavily nerfed or removed so that the forced retreat can also be removed. Added veterancy would also be quite nice, but the veterancy can be about RA or buffing the price or impact of the abilities.
Panzerfüsiliers - fine as is
Assault Artillery - It would be best to change this into a targeted ability rather than just on a sector as it seems to always just be around the point anyways and not spread out much. Requiring sight should offset this.
Jagdtiger - I never thought this made much sense in this doctrine. It doesn't help assaults. It would be better off in the Overwatch Doctrine for what role it fills. It's replacement could be more assault-based abilities like Valiant Assault or Infiltration Tactics.
Overwatch:
Forward Receivers, Goliath, Early Warning - these three could be lumped together into something called "Overwatch Operations." This would free up two slots for something more useful.
I would suggest the Jagdtiger take up one of the free slots since it doesn't move much from the area that it is needed in and overwatches the area in front of it. The other ability is uncertain to me. Artillery flares or Signal Relay may make sense but the doctrine already has many munitions sinks. Defensive Operations would also make some thematic sense but is already in two doctrines.
For the Fatherland - seems fine, may need some tuning
Sector Assault - seems very inconsistent for the massive cost. It should either be replaced or improved to be more reliable to break up assaults.
Elite Armor:
Signal Relay - fine as is
Emergency Repairs - It's very underwhelming for what you pay for. It would probably be best as either a full crew repair or something much more seamless.
HEAT rounds - fine as is
Panzer Commander - This guy is super underwhelming compared to the MG upgrade. The vision buff is barely noticeable and the artillery barrage is super expensive and takes forever to drop just for a mere 4 shells. He could either have much better buffs and artillery or act more like the Brit designate command tank ability.
Sturmtiger - It seems nearly impossible to balance this thing just right. It's either way too good or way too bad. Any of the call-in tanks from any of the other doctrines would be an improvement
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I'm unsure what game modes you mean but I'll assume the larger team games of 3v3 and 4v4.
I'm assuming that you're having this trouble in team games. If that's the case then I find the Ost's Mortar Halftrack to be one of the best solutions as its incendiary barrage ability takes care of them fairly well. 2 mortars or sieging the emplacements with AT guns supported by infantry is also a good way of taking them down.
For OKW the Feuersturm doctrine's Leig flame shells should work as well. If the emplacements are surrounded by buildings then consider getting a few flamethrowers as they will destroy them easily. Incendiary rounds from both the MG34 and 42 will also destroy emplacements very quickly.
Encirclement is a tough doctrine to make work since it only works on very few maps. There are far better and more efficient commanders that you could choose to specifically take on sim cities like Spearhead or Festung Support (if that's the right name). You can try to make encirclement work but it takes a lot of planning and the game would need to drag out into the very late stages. |
SiphonX Might be my favorite person on COH2.org because these statistics he keeps pumping out are magnificent.
Also, when does this become a Brits balance thread? |
Unused British units:
- Recon Infantry section
- Piat Commandos
- Observation Squad/Officer
wasn't there also a demolitions Royal Engineers? |
For those who are talking about the next coh. I was watching some clips for my twitch channel alert and I came across with this. I could mean nothing but I think its interesting. This is a video of the vehicle sound recording for western front armies. They show the m47 patton. Wich did not participate in world war 2.
If I remember right, they had taken the sounds from various tanks to put in place of ones that they could obviously not get sounds for. |
stuff
I would never expect them to actually add any new maps. I was pleasantly surprised when the few we have were tweaked. I just like to think that some day we can get rid of the real bad ones like Lorch. |
The 4v4 map pool could really do with a bit of a shake-up. Many tolerable but not that great. They are, at the very best, not Shittard Summer. |
A different approach would be to spawn Falls with Kar 98s (if possible) with a significant cost reduction and upgrade to FG-42s. This makes it so that they can still flank decently and probably rely more on a grenade toss. Currently spawning as 3 men feels like too much of a nerf, especially when you're doing so defensively in something like a trench.
Airborne Assault needs to be a dedicated ability for dealing damage and not spawning a falls squad. Spawning the squad seems pretty redundant since you already have one slot dedicated to spawning falls and it's likely you don't even want the squad.
Valiant Assault probably needs replaced. A forward building-based HQ, supply drop containing a pak and munitions, a Hetzer modified to use the 75mm cannon, or an individual ability. The individual ability could also come with a small upgrade for vehicle or infantry detection. |