Honored! |
I think the sandbags just straignt up do not fit the Soviet playstyle. If the design is anything like that of the vCoH factions, soviets are not supposed to be defending at any time. They should be closing in, pushing, flanking, coming from all directions etc. What would they need the sandbags for with such playstyle?
Although after this patch - i don't even know anymore
Your units die way too fast for this type of play.
Also, the thing is that you WILL at some point get pushed back, and at that point you've given your fortifications to the enemy. And the Germans will benefit from green cover much, much more than the Soviets can, so what's the point anyway?
You can build sandbags is angles that will only benefit you. Or, you can wire of one side to deny cover.
http://www.coh2.org/topic/13627/soviet-sandbag-placement-tips
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Relic wants cover and long range fire fights to be more important and they want to reduce the blind charging of infantry over an open field. This is fine.
However, the germans have the correct tools for this type of gameplay; i.e. LMG42, long range rifle nades, G43. While soviets are mostly stuck with tools that are require you to close in; i.e. ppsh upgrade and molotovs, short range penal troops, conscripts doing more damage at close range etc.
The only advantage conscripts have now is that they can at least fortify their positions with green cover. Unless the soviets get long range grenades and long range light machine guns, to even out the playing field, I would like it to stay that way. |
No thanks. Sandbags are the conscripts only trump card against grenadiers. |
I now use irregulars. You need to dodge grenades with them constantly but at least they give the grens a run for their money.
I've also seen a lot of people go penal troops. However I am not impressed by their performance in their new, short range, role. They suffer the same fate as ppsh conscripts; they lose too many men to long range LMG42 fire before they can get into effective range.
Honestly I think on big open maps like moscow outskirts, snipers are the only way to go. On maps like that, Range is king. And the germans just gave more range. |
I've just had a 2v2 game with 6 pios to p4 to 3 tigers build order (ended up with 5 pios and 3 tigers). Pios are WAAAAY too good for the price. Relic sure does love their pios, eh?
On the topic - I guess i won't be playing Soviets for a while, lol. Much broken. Very frustration. :'(
Yeah pios are too good.
They can just walk up to a conscript squad and kill them. |
Not being able to build both tiers will impact exactly 0 games for me in 2v2 or 1v1. I have never built both tiers, though I guess in bigger games this might be more relevant. Soviets T3/T4 have always been too expensive to tech both so this doesn't really change anything imo. If I feel like I've had the edge and want early pressure I'll go T3 and if I'm worried about heavy armor I'll go T4. I'm not really defending lack of options, but realistically this is how it has always worked. It being more expensive doesn't really change much.
For you maybe. In 1v1 I frequently had both T3 and T4 building up. This is now made much harder, for no reason at all.
A much more elegant solution would be to just add in a 50 fuel hq upgrade (unlocked after T1/T2 was build) to unlock T3/4. It gives the same delay on tech, but doesn't screw over the ability for soviets combined arms more than it already was. |
He confirmed that soviets aren t designed to be a flexible army.They are designed to just spam a type of unit over and over and over again until the enemy gets bored to death.
In starcraft 2 there are 3 races and all 3 are flexible without any limitations in there tech tree and they are all very different from each other.In CoH2 one army is extreme flexible and the other not. This is game design "made by relic".
Yeah, I asked him why he thought that spamming the same units over and over was preferable to the starcraft-style of tech switching. He did not respond. |
I just wanted to play with a commander no one uses
Well its a decent commander now, even pre-patch it wasn't that bad. I just don't agree with your unit composition in the game being the new soviet meta. |
When merging conscripts with other units I noticed the merged unit doesn't change to look like the new squad, look:
con merged with penals:
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con merged with eng:
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Was it like this before the patch, and how does that effect the merge outcome?
It was like this before the patch. Conscripts using merge retained their conscript models and conscript armor in the new squads, but gained the squads weapon. This has not changed.
Pro tip: now that most units have lost their armor, merge can also be used on guards without making the squad weaker than it would be when reinforced normally. |