So I just came out of another game ruined by the tiger ace.
For some reason I can't upload a replay, so I'll just briefly describe what happened.
Me and my opponent were playing a relatively even 1v1 on kholodney ferma. I slowly get the upper hand by getting multiple squad whipes on his grenadies, while my losses were much lighter. He brilliantly uses his 1 P4 to flank my 1 SU85, and gains an armor advantage. While I was rebuilding my SU85, he was replenishing his heavy infantry losses and instantly getting them to vet3. So far, the game was still even. I still had more and better infantry (half his infantry was pioneers), but of slightly lower vet, and we both had one tank. We both had no resources left worth mentioning (he spent his extra fuel on vet).
Now, at this point it was impossible to say who was going to win. We both fought hard and the game was very even. It was FUN!
Until my opponent hit 7cp.
At 7cp, my opponent called in his tiger ace for the grand cost of 0mp, 0fuel. He attacked me, and crushed me.
How am I supposed to beat this monster, when all of my resources are drained by fighting an opponent who is an equal match? Where am I supposed to get the 3 extra tanks from, when my opponent is not a vastly inferior player to me? Tell me Relic, I'm dying to know, how can I possibly beat the tiger ace when it's not called in as a 'final stand'?. |
I'm sorry to say I cant really agree with most of the things you are saying. I'll go over your points listed under COH2 one by one and add my opinion on the subject.
General Winter:
I actually quite like Cold Tech. Harsh weather conditions simulated in this game were a reality in WW2 and for the most part it had detrimental effects on the war effort on both sides. Many men found their deaths by hypothermia, air support was not available during blizzards, tanks engines malfunctioned due to the extreme low temperatures, offenses were bogged down by snow etc.
I think it's quite refreshing to see a WW2 game where this is reflected. It forces players to take the environment into consideration. Long range, defensive, units have more power outside of storms, as the deep snow bogs down assaulting units. While during blizzards, long range units suffer from a lack of vision. A smart commander can make use of this and stage his attack to happen during a storm, but he will have to do a little more planning as his flanking troops might freeze and air support won't be able to assist him. A defending commander can, for example, use barbed wire to funnel units into pockets of deep snow.
Population:
I don't have a problem with the system as it is now. I see having a bit of comeback potential as a good thing rather than a bad thing. It forces a winning player to keep up the pressure rather than just sitting back and building up a huge army. It keeps the game more dynamic. If the winning player attacks correctly, he will get an early victory. If he just sits back, he will see his advantage slowly declining.
Commanders:
Even though the first commanders mostly lacked flavor, I do feel that relic is going in the right direction. The new commanders like luftwaffen support, partisan tactics, mechanized assault and ostruppen support had some clear ideas behind them and are all unique in how they are played.
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I have no problem with 'hero' units like the tiger ace either. It's the way it's implemented that's the problem. The "get now, pay later" concept just does not work, or at least it does not with such a powerhouse like the tiger ace.
A tiger ace would at least be worth something like 1200mp/350fuel. Saving up that amount of resources would take 8-10 minutes in game time. Giving the opponent 8-10 minutes to get counters. Getting that much resources up front just allows you to completely completely stomp all over your opponent in one attack (if the game was tied before the call-in). |
The fast T70 with soviet industry is indeed a huge imbalanced problem. Perhaps they could remove the ability altogether and replace it with an ability akin to 'allied war machine' from vCoH. |
Soviet t1 and t2 start became viable with last patch, germans can build one more gren lol or get a sniper or mortar without losing much field presence so its a good improvement that changes meta from grenspam/conscriptspam to combined arms starts. If you want just to spam conscripts or grens you can do it but these 500 mp were not meant to be used to spam grens and cons in first place
Combining T1 and T2 as soviets is still too expensive if you are planning on getting non-call-in tanks. The fuel costs of the two buildings, combined with the fuel (+ man power) costs of AT-grenades (and optionally molotovs), and the high fuel cost of the T3/T4 building just puts you too far back in the tank war.
For soviets, the patch only really changed that you can now mix in a penal squad or maxim before first getting 3-5 conscript squads. The diversity of tech has not changed, just the timing at which it is available. |
It only has some value in team games where you generally focus on 1 part of the map. It's a rather useless doctrine for 1v1. |
No, not really.
Closest AI Tank is the KV8, but its too distantly related for real equivalency, due to being a heavy, a callin, and flame dmg not giving a shit about scatter.
As far as offensive use of Ostwind goes, flanking ZiS emplacements is one of its most important and difficult roles.
Due to general lack of indirect fire options, for Ost the only way to decrew a ZiS in advance of an assault is a hard AI flank and penetration.
Why do you ask? You think a T34 or PIV should do as well in decrewing it on a flank and circle strafe?
The closest would probably be the T70, seeing as it is non doctrinal and used primarily for flanking AT guns and support infantry on the flanks. In this role the T70 gets hit just as hard by the patch as the Ostwind. Maybe slightly more, or less, due to AOE of the Ostwind and the relatively small scatter of the T70. But this is not why I asked.
I asked because I wondered why you only thought it was unfair for the Ostwind, while all other tanks suffer as much or even more because of the patch. Your answer describing the Ostwinds' role is legit, but I still wonder if it's unfair for the Ostwind. Perhaps the lack of means to quickly take out a Zis-gun prior to a battle is an intentional design decision to compensate for the fact that the soviets have no other form of AT-infantry or a main battle tank that is good at taking out enemy armor. Both of which, as you know, are non doctrinal parts of the German arsenal. |
This is a bit unfair for circle strafing Ostwinds on ZiS though...
Edited to add: I suppose the AoE of the shots helps retain that.
But not for any other tank strafing any other AT gun? |
What. Where did that leak at?
Jesus, that's just scary.
http://www.coh2.org/topic/10540/stills-from-the-livestream-showing-new-upcoming-commanders
It's the bottom right one.
From the wording of it you can bet your ass that they will be as broken as the tiger ace. |
I see no reason for this change and I don't like it. Vehicles already come too fast. The beautiful infantry dance of VCOH early game is all but non-existant already, this will make it worse.
Vehicle timings are related to fuel income. You can't just get tanks faster because you start with more mp. More mp allows for more early game infantry play, not less. |