When I predicted this last week all I got a bunch of people telling me to L2AT gun.
Meanwhile I have absolutely crushed a few ~rank 50 players within 15 minutes with Soviet (not supposed to happen vs equal skill players), only losing to Giap (a much, much better player than me) because my SU76 spam follow-up refused to hit a single one of their HE barrages.
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Thread: M5 Quadrush22 Jul 2015, 13:54 PM
In: COH2 Balance |
Thread: LeFH versus the ML-2022 Jul 2015, 10:52 AM
And Riflemen, luitendent, captain, major, pathfinders, IR pathfinders, 50cals, AT guns, and Assault engineers. If you compare Soviet mortar vs OWK with Ost mortar vs USF, both are shooting at roughly the same squad sizes, but one fires 3 times faster. In: COH2 Balance |
Thread: LeFH versus the ML-2022 Jul 2015, 10:34 AM
This is only the case in Soviet vs Wehrmacht. The WFA have completely offset this balance. In: COH2 Balance |
Thread: Soviet T3 need cost increase or Ost T3 cost reduction!21 Jul 2015, 22:33 PM
I think you underestimate the fuel gap between Soviet T3 units and Ostheer T3 units. If both teams have equal fuel income, then the Soviet player can make a Quad AA and 2 SU76s roughly and still have ~35 fuel left before a P4 can be produced. In: COH2 Balance |
Thread: Soviets not OP21 Jul 2015, 22:15 PM
90 fuel for a Luchs is way too much. It would make the unit impossible to replace later on in the game. In: COH2 Balance |
Thread: Soviet T3 need cost increase or Ost T3 cost reduction!21 Jul 2015, 13:24 PM
The Quad M5 AA halftrack is the easiest light vehicle to micro, there is nothing hard about it. It's fast, has blitz, has long range, fires on the move, suppresses infantry trying to chase it, doesn't have to deal with oorah, has small target size (hard to hit at long range with shreks), has to worry less about enemy mines than axis light vehicles. If the Quad M5 is considered "hard to micro" then units like the OKW Flak AA half track must be considered impossible to micro. In: COH2 Balance |
Thread: Soviet T3 need cost increase or Ost T3 cost reduction!20 Jul 2015, 20:22 PM
Play like 20 1v1s. Watch if top 100 1v1 players are having issue with that after like 2 weeks after patch. And then it coud be justified claim. Right now its 100% whine of 2v2 heroes. I am a top 100 1v1 player with all factions. In: COH2 Balance |
Thread: OKW Tech: Is it Fair? 20 Jul 2015, 18:43 PM
I don't think you have thought these changes through. What do you think the average game of USF or Soviets vs OKE would look like if you made these changed? In: COH2 Balance |
Thread: Soviet T3 need cost increase or Ost T3 cost reduction!20 Jul 2015, 14:44 PM
Maybe players haven't adapted yet to the new playstyle. There is absolutely no reason to not rush T3 against Ostheer now and there is absolutely no way an Ostheer player can ever do a T1 -> T3 strat against soviets. Ostheer T1 does not provide anything to deal with a Quad HT and the fuel gap is just too big to try and use a StugG as your first AT. In the previous patch (live version now), you could punish a T1 -> T3 strat with a quad or T70 rush. If you did it well you could cripple the ostheer right then and there, but the Ostheer always has had the option to go into T2 and turtlemode until T3. This has not changed with the new patch except that Soviet T3 is now earlier and Ost T3 is now later. This simple fact has made it harder for Ostheer, but this is not the whole problem. Players like Katitof don't have the deeper understanding of game mechanics to see further than this and thus will insist it is a simple #adapt problem of getting a Pak a minute earlier and the rest of the game would play out the same way it does now. It doesn't. The deeper impact of the change is how the rest of the game plays out. I will write this out in detail for one last time because you are my fellow bear and I love you, and hopefully people like Katitof will read it and stop their asinine ramblings. Here in an in-depth analysis of Soviet T3 rush in the live version VS Soviet T3 rush in the 21st patch (opponent is Ostheer). Live version: In the live version, getting a Quad HT or a T70 has a risk and a reward. If you play it out right and/or the Ostheer makes a few mistakes you can potentially cripple the Ostheer player. If the Ostheer defends properly you can at least buy yourself enough time to get out a T34/76 to defend against the P4, if you fail your rush by hitting a mine or just running into a PAK40 all the time you are now behind and the enemy can punish you with a P4 or Ostwind. If the Ostheer player played well enough to survive, the Ostheer player can rely on a PAK wall for defense; forcing the Soviet to invest in indirect fire like (heavy) mortars to deal with the PAKs, which in turn means that they have less manpower available to produce an AT gun against a P4, giving the P4 some shock value. It's a back-and-forth game that has proven to be quite balanced in 1v1 and 2v2 with (with double ost and double sovs). New patch: Now besides the fact that the tech gap between Soviet T3 and Ostheer T3 has been increased by several minutes worth of fuel, the new patch has a combination that has not been seen before: Early quadHT/tank with a mobile AT/Arty platform, the SU76, as a cheap and quick follow up. People here seem to underestimate this unit, or seem to underestimate the numbers of these units you can produce in what time frame. Here is a fact: You can get a quad AA HT out and 2 SU76s, with halfway-enough fuel for a 3rd SU76s at the same fuel-threshold as you could a produce a single P4 assuming the Ostheer player went for T1+2+3 and has not made any scout cars or halftracks. And this is assuming the Soviet player has totally failed to get any more than 50% of the map with his light vehicle rush. In reality, it is fair to assume the Soviet player will easily be able to field the third SU76 by the time the first P4 hits the field. These little buggers in these numbers do not only hard-counter the P4 (and any other Ost T3 unit), but they also provide a huge amount of indirect firepower to deal with the only thing that was keeping the Ostheer player standing up this point: the PAK wall turtle. GG, WP, no back and forth and game over before it has even properly entered the midgame. The Ostheer tech-tree provides nothing to counter this scenario, not even 2x 222 (they might trade with the Quad, but after that they become vet-food for the first SU76). That is the problem with the new patch, so in summary: - Gap between Soviet light vehicle and Ostheer medium tank has been increased significantly, reducing risk and increasing reward for Soviet quad rush. - New unit combination of light anti-infantry vehicle/tank with solid mobile AT and arty removes shock value of P4 and through sheer volume easily forces back the PAK wall. - Non doctrinal Solution for Ostheer does not exist. In: COH2 Balance |
Thread: Soviet T3 need cost increase or Ost T3 cost reduction!20 Jul 2015, 13:16 PM
You can counter a 7 minute flak with a 7 minute quad. Or, you could wait one and a half minute and counter it with a 8 minute SU76. In: COH2 Balance |
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