It would agree that FHQ should only be placed in owned territories, but due how easy is to destroy a building in CoH2 I think that by the cost of the FHQ it must be placed anywhere in the map.
Flames, mortar, stuka, pzwerfer, any tank, etc... there's a lot of things that easily destroy a building.
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I think that fuel requeriment in teching and units should be higher in teamgames. That way it would be more difficult to spam tanks, and destroying one will be more punishing, and also, the early game in teamgames would be longer.
Like:
1vs1: Fuel cost x 1.0
2vs2: Fuel cost x 1.2
3vs3: Fuel cost x 1.3
4vs4: Fuel cost x 1.5 |
The t34 has still the better ai capabilities.
I disagree with that. Since last buff, P4 does as well as T34 against infantry, retaining better AT damage and pen and better veterancy.
And P4 hasn't to deal with the better axis ATguns and schrecks.
Currently P4 is in a much better place than T34 as a medium tank.
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Let me laugh first
Penals...
Ok. Isn´t it better to say that if you see T1 in his base get prepared for POSSIBLE cheese ? I mean it´s not like you can see the shape of the buildings now.
Following this, any unit from T1 is cheese ? Even 1 M3? EVEN PENALS!?!11Eleven.
One M3 is not only cheese but also spam. |
Katyusha is the most RNG dependent of all mobile arty units.
I don't have complains about the damage it does. Is how this damage is delivered that I don't like at all.
Salvo barrages of 4 rockets each are too easy to avoid after the first salvo, so against an enemy blob you only have 4 effective rockets which they are absolutely RNG dependent.
Pzwerfer and Stuka are much more regular in the way they distribute their damage. Summing up that katyusha is the biggest and weakest of all three, makes it a sub-par unit with a stupidly long cooldown time.
Katyusha really need some buffs, but not in damage.
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I'm fine with a singleplayer expansion. Multiplayer lately has been boring with this blob metagame.
I'd just wish it has better quality than the one CoH2 had.
Has the price been said? |
Is gren vs cons scaling even up for debate?
For 60 ammo grens become one of the best infantry units in the game, getting great DPS at all ranges and being able to conceivably stand toe to toe with any Allied infantry save Shocks and 1919 paras, both of which are doctrinal and significantly more expensive.
Conscripts, without the PPSh which are barely used, are scraping the bottom of the barrel all game after the 5 minute mark. You will not make them work against elite infantry unless your opponent is a vegetable who makes them stand in Molotovs (and even then). They lose to basically anything but pios and unvetted or unupgraded Volks/grens.
There's no reason not to give conscripts a bit of a boost late game. I'm pretty damn certain it won't throw balance out of the window if they suddenly can do anything more than tickle Axis elite infantry, when all other faction's basic units get much better scaling than them.
+1
Some discussions are just a waste of bandwith and time. Defending that Cons are as useful as Grens, or that they didn't deserve a buff is just absurd.
By the way, all cheese soviets strategies that axis players complain of have their origin in the utterly disappointing conscripts and non-doctrinal soviet infantry. |
Yesterday I was accussed of being a spammer and an abuser by doing two maxims + two mortars + ZiS, then shocks and two T34/76.
People just complain when they see a single maxim.
By the way, the guy had 5 Gren/LMG squads. |
Terrible bad luck.
The only shot deserved to fail was the first one. |
The KT is a game decider late game. In team games Axis just need to hold 1 VP, a fuel, some caches and last out until they can start pumping out KTs in addition to everything else they have.
Some of the things KTs get away with late game...even the vCoH KT couldn't do. With even minor support one KT can clear groups of Shermans/T-34s. 2 KTs with support are literally unstoppable.
What sucks for allies is that they can have total map dominance for 30-45 mins and in the last ten minutes have the game flipped upside down and never be able to get back into the game again.
ISU-152 can do the same. |