Macro-wise the big one was the super late KT, which came about 20 minutes later than it should have had. After you lost your Shwerer panzer HQ, you insisted on rebuilding it over and over instead of just going for the KT. The only reason why you would want to rebuild the Shwerer before KT is when you have no other medium+ armor on the field. Because this would just leave your slow KT to be sniped by SU85s. You however had a Panther on the field already, so you could have had a ~30 minute KT/Panther combo which is very hard to deal with. The earlier KT would have provided some much needed vehicle base AI firepower so you wouldn't have to push in and bleed infantry all the time. The Panther/KT combo is also very potent against casemate tank destroyers like the SU85 if you use hammer/anvil tactics, where you push straight in with the KT and flank with the Panther.
The earlier KT would have given you some breathing room and provide a stable core to build your army around, depending on what the Soviet would do in response. If he went for AT guns for example you could have gone for a walking stuka. If he went another SU85 you could have either try to re-built the shwerer and go for a JP4 to play safe, or not rebuild the shwerer and go for double Puma for a high-risk/high-reward game winning flank push. |
It is not at odds at all, that quote is from 2014 patchnotes from the Relic dev team itself.
Not that it matters (vision and opinions change over time), but the current change is absolutely in line with the original intent behind T-34 ram.
https://community.companyofheroes.com/discussion/67/coh-2-changelog/p2
Well, I stand corrected. Here I was thinking that the devs made ram the go-to anti tank ability for Soviets when they didn't give the faction the other tools required. |
what is this ram original intent you talk about?
it is not counter elefant or jt. it was just a fun ability. it was used to ram panthers and p4 too.
coh is known to try fun ability.
this patch is to exactly solve just that, to discourage build t3476 to ram heavies. but to encourage more general use of t3476 culmulating to having a choice to use the ram as a last resort fun ability disabling axis tanks.
now we just need to make t3476 cheaper and earlier for more general use. it is not a bad tank. it is fast, can crush and troll infantry.
The original intent of ram was to counter tanks. It came with big criticals on the rammed tank, including the possibility of immobilization.
Soviets originally had to choose between T3 and T4. T3 had M5/T70/T34, T4 had Katy/SU76/Su85. So if you went T3, you had to use ram as your counter to axis heavies because you could not back your T34 up with a SU85.
That was the original design reason for the ability. |
Yes there are some hypothetical scenario that it going to be difficult to use. The fact remain that the ability was always meant to be a last resort instead of a "A there is tiger let me built a T-34/76 so I can rem it and finish it of with off map. That was simply not the design of the ability
It was actually the exact design of the ability. Old soviets had to choose between SU85 tech or T34/76 tech. If you went the latter, you had to ram tanks and hope for the best to counter axis heavies. |
Imagine OKW AA HT would get a buff to its disadvantages...like can shoot on the move /maybe for muni cost or time ability or vet-----but nooo)
You mean like when it got the handbreak ability? |
If I claim that you are an "allied fanboy" will that make your arguments less valid?
You are the one crying about how UKF medics could be 'abused' by one playing making multiple medic squads to heal their allies. A thing that Ostheer has been doing for years for their OKW allies but never appeared to be a problem for you. |
Because:
1) it cheaper than USF/Soviet source of heal
Ostheer medic bunker is cheaper than OKW battlegroup HQ. It's a fairly common tactic to build a bunker for your OKW ally so they don't have to back-tech. Again not abuse though I guess because your definition only applies when allies do it. |
It should simply be removed.
It can easily be abused to create multiple medic and be used to heal allied troops fast and cheap.
Why would this be 'abuse'?
Ostheer can build a cheap medic bunker for their OKW allies in team games. Should this be removed too? Or is this OK because it's axis? |
2. Underperformance of key tanks in late game, namely Jagdpanzer, Tiger, and KT, but also PZ4 lategame.
I know OKW TANKS WEAK?!, every Allied player will scoff but hear me out. Keep in mind playing as OKW you don't swim in fuel, and most of the time you might have up to 3 medium tanks, or 1 heavy tank + a medium, after infantry and raketens are accounted for with max pop cap. For those 3 medium tanks, Panther is strong but expensive and in generally good balance so I won't talk about it. But to deal with Allied heavy tanks (KV-1, IS-2, IS-152, Pershing, don't get me started with unkillable, infinite-emergency-repairing Churchills which bounce Tiger shots), OKW are actually suffering against a heavy tank with multiple medium tanks or worse, SU-85s with insane sniping vision. Raketens can plink, but late game you're already dreaming if you think static raketens will survive the arty spam nightmare that will be raining down on you. You might be able to maintain 1 on the field between salvos, not gonna do anything to a heavy tank. which leads me to the KT and Tiger, which just don't have the stopping power with a medium tank to kill an Allied heavy. A Tiger with a medium tank will fall pretty quick to an Allied heavy with AT gun/TD backups. It will get swarmed (Hoorah!) and snared easily. KT's only hope is to stay super far away until it gets vet, then it becomes a problem. All I can say is thank god for the Ram nerf, that plus Rocket Run is a joke. Lastly, the Jagdpanzer, which for 135 is way too expensive for it's performance. Horrible mobility, penetration, vision, and armor compared to an SU-85, let alone if a heavy rushes it. It is easily penetrated despite sloped armor everywhere. It can't reliably penetrate heavy armor, which basically means in the end game, with enough Churchills/AVRE, 1-2 other heavies, and swarms of TDs on the field, there's basically nothing OKW can do to combat this. Infantry and raketens are cancelled by the mobile arty (above), what else is left? Pz4 Ausf J even vetted can't survive long on the field either, and doesn't have the penetration
Recommendation: the Churchill rear armor change is good! But OKW needs help against other heavies. So I think better penetration on Jadgpanzer specifically can help given that is supposed to be it's role. I would also recommend a bit more survivability to the Tiger, and I would increase the chance a snare misses or decrease range of the snares, given a lot of the time 2 or 3 squads are rushing forward towards a slow tank. Blitz doesn't help a lot on a KT.
You are using your tanks wrong if you think OKW has weak armor.
Going P4s against heavies is a struggle, but so is going Shermans vs a tiger. You are supposed to use panthers or KT if you want to brawl with heavies.
JP4s are not great vs heavies, but they are killer against enemy TDs with their fast rate of fire and small target size. They synergize great with the KT. Have your KT brawl the enemy heavy while using your JP4 to snipe at enemy TDs. |
I honestly just think that whole idea of soviets with T1 or T2 is kinda flawed in its core.
I mean, if we look at the history of whole T1 or T2, it was always matter of cheesing the opponent.
T1 was a full cheese, with sniper in clowncars, later with flames in clown cars and double sniper. All of this were nerfed, leaving the only saving grase - Penals.
Mod team keep trying to boost and inject everything into penals, to make them the single reason why T1 should be build.
As an example lets take a look at Ostheer. T1 has nice units like mortar, sniper, grens but non of them are really essential, T2 is essential always. Because it provide you with AT gun (which in my opinion is the most important unit factions can have).
On top of that, soviets are the single faction which is fully designed and balanced around the idea that "you have to pick a commander".
This means that cons and T2, are over-all always more logical chose, because firstly you get access to MG and AT gun. Secondly you are not limited to a specific commander choses, because you can litteraly pick any commander and it will add on top of what you have, rather then cover your holes.
If you go T1 without backteching, you kinda need to pick a commander with DShK because you dont have an MG, you kinda need to pick commander with M42 because you dont have any AT guns, you kinda need guards to use button + Penals satchel.
And even if you want to backtech, why bothering yourself with T1 to begin with. Even in teamgames, ppl who go for T1 still always backtech for T2.
TDLR: I personally think that T1 shouldnt be a "chose tech", it should be a part of a standart tech which requare both T1 and T2 to be build, to access T3. In this case, this will allow to balance T1 and units in it not as an entity which is kinda supposed to be chosen and provide option over T2, but as a part of a tech with all units from T0, T1 and T2 working togeather. T3 cost ofcouse should be ajusted.
If you are going for the big faction overhaul like this, you could also heavily nerf the T70 and make T3 cheaper so soviet midgame could be about the choice between su76 or T70. T4 could be split in two to get earlier access to t34/76 with an additional upgrade for su85/katy/7man. |