This is noobtastic.
Soviets didn't need a 500mp start. Since I've discovered I can make 4 cons before upgrading Molotovs instead of putting down support or rifle command, I haven't lost a game. I'm on an 11 streak and just beat a top 50 player. And of course I DO NOT use Pussy Riot (sov industry.) I only put down a building early if they went assgrens because cons pre-SMG won't cut it.
All it does is make flanking early game even easier.
The problem was that every soviet player started with 4x conscripts before getting a building. Now you can actually get something like a maxim or penal squad out before the Osteer has a flamer halftrack of scoutcars out. |
The tiger ace from 7cp to 8cp just turns the game from 'cripple the Osteer before 7cp' to 'cripple the osteer before 8cp'. The concept of a free super tank just does not work in a competitive. Unfortunately, Relic seems to think that it does, judging from their explanation of the change and by the the leaked info on the new soviet commander that can call in elite T34/85s for free... Sigh.
I like how all tanks now do worse damage against infantry, making infantry more viable in the later stages of the game. Though this change sort of kills the normal early T-70 strat for the 20 commanders that are not soviet industry. |
I really like the 500mp start and the faster T1/T2 build time. Opening up with '2x cons, T1 -> penals' is actually viable now, and the first penal squad hits the field around the time of the first german lmg42 upgrade.
Before the patch, T1 was quite bad because by the time you got something out of it, there were already scout cars and flamer halftracks on the field to render all T1 units obsolete. Directly going for T1 just resulted in having no capping power at all. |
A simple fix for the tiger ace would be to just make it like every other heavy tank: Make it a call-in that requires a lot of saved up resources.
For example:
Unit: Tiger ace
1100 mp, 340 fuel, 36 supply, 6 cp.
There. Done. Instant balance.
Free super units that all stop income go against many of the core mechanics of this game. Most defenders of this unit call it a 'last ditch effort', and justify it's existence because the game is over after it dies. However, not only should such a free second chance not exist, but these people forget the fact that the Tiger ace is not a 'last ditch' effort unit at all. It's a unit that can be called in for free in an otherwise totally even game and be used to instantly crush your opponent. It does not matter that the resource flow stops when the game is over in 1 attack.
|
Except for Moscow Outskirts and Pripyat Winter, I personally don't feel that the 1v1 maps are too big. The maps are small enough that you will have a lot of engagements, and you can quickly go to either of the flanks when positioned in a central position. The maps are also big enough that you can actually mount proper flank attacks and you have the option of sending lone units to harass the enemy's outward territories without having to cross a front line defense first. You hardly see this happening in 2v2 games on small maps, where the whole game is usually just 2 players frontally engaging each other all the time on one side of the map.
You are right about the cover system though. Cover is nice and important in the first few minutes of the game, but when the grenades, mortars shells and tanks shells start flying around, you are better of out in the open where your mean will spread out more. This is simply because small arms fire does 'modified' damage (models survive multiple hits), while grenades and tanks do more 'realistic' damage vs infantry (i.e. grenades insta-gib multiple men). |
Anyone remember what the devs set as their internal MP to Mun ratio? I know it's changed since a few patches ago.
I think any mine at 7 mun without some drawback is a bit too cheap. However, it shouldn't be much more expensive since it's just a small popper.
I think they mostly balanced it by looking at the flare trip mine and thinking "it has no flare, so we will make it a bit cheaper". The flare trip mine often fails to kill anything though, so personally I would just make the mini mine 10 munitions as it seems a little better at killing than the flare trip mine. |
against this commander, ur hope is really to cripple the germans so hard that he has nothing left so you can focus fire on it. or somehow manage to destroy its gun, then deal with the supporting troops while he scrambles to repair his precious.
This is the only way to properly deal with the tiger ace; win before it comes out. |
oke they keep them stats but do they get the 25% bonus damage when they pick up an mg or mortar
I'm not 100% sure but I think they do in fact recieve 25% extra damage. |
They won't stand a chance 1v1. Maybe they will have more luck in 2v1, but thats 1440mp and 480 fuel, so there will also be 4 panzerIVs that come along with the free tiger ace.
|
A fun trick with soviets is to re-crew a support weapon with penal troops. Then, instead of reinforcing the weapon at the HQ, just merge conscripts with them. This will give you a support weapon whose crew all carry the SVT-40 rifle, giving them about double the DPS of ordinary conscripts and making them much more resilient to infantry flanks.
Things to remember when re-crewing and when using merge:
- Models re-crewing weapons maintain their stats and weapons.
- When reinforcing a picked up support weapon, the reinforcements have the same stats and costs as the squad type that picked up the weapon.
- Merging conscripts gain the weapon of the squad that they are merged to, but retain their armor stats.
- Penal troops and combat engineers are ideal targets for merge, as they both have models with the same armor as conscripts but are 50% more expensive to reinforce normally.
|