If you had three riflesquads grouped up close enough to all die to a goliath as it was driving toward you and you were shooting at it, I'd hazard to guess it was your own damn fault. That's like running three squads straight into an MG and then bitching about how bullshit MGs are. They're only bullshit if you don't know how to handle them.
Goliaths were slow and did barely anything to retreating infantry. All you had to do was pay attention enough to split your squads and retreat the one the goliath chased while focusing it with the others.
This man speaks the truth. |
I have never found irregulars to be worth it. They have a small squad size, are quite expensive, and you never know exactly what weapons they will have.
After playing quite a bit with partisans on the free weekend I am also struggling to understand how to use them. They are hard to integrate into an army because of their low health even after upgrades, and often end up standing around my HQ all game. They also take out a lot of mp when you start to call them in, and leave you with effectively no units. The commander is not bad per se, I just don't know how to use it effectively. |
You seem to forget that a) panther is essentially a heavy vehicle and b) unlike the Faust at nodes don't engine dmg heavies 99% of the time ... Meaning it is by no means guaranteed to engine DMG a suicidal panther
You can also drive a T34 into a panther (not ram but micro it into the path) which causes the Panther to full stop and start to spin in place. You may lose the cheaper T34, but you will halt the Panther and give yourself time to beat on it with AT nades, AT rounds, and other AT units. |
What about moli's and at nades upgrades apply to penals aswell, or at least AT nades.
The problem with native AT in T1 is that then Ost would not be able to use armored cars to hunt down snipers. T1 for Soviets forces Ost into a T2 tech. So you know that he is going to be playing T1, T2, and then T3, giving AT would completely prevent Ost from doing anything. |
There is a disadvantage with the 2 man soviet sniper that I think a lot of people overlook, which is that when the first man dies, it takes 90 manpower to reinforce while when the german sniper takes the equavalent damage, he only needs to heal up. If that happens consistantly, it can be a bit of a drain on resources.
That's not really a valid point since soviet snipers should rarely die. In addition, it costs 150 mp and 60 munitions to get a heal point for that one sniper, pretty expensive. In addition, when a soviet sniper comes under fire it can fall back and keep fighting, whereas an Ost sniper has to run.
Don't even get me started on the sprint ability for the soviet sniper. That is just ridiculously good at keeping them in the fight. |
I always found goliaths to be extremely balanced. Punished blobbers heavily. Also for 125 munitions if it doesn't have the potential to wipe a squad it would be worthless. |
The problem here is a rediculous vet1 ability (I mean seriously does the best AT tank also have to be the fastest? And where did Franz learn to drive like that ... Vin diesel??). Maybe tone down the speed buff some or have it come with the risk of overheating your engine like the t34? I don't want the ability or the tank nerfed into the ground but as it stands Germans are able to play far too reckless with their expensive toys as getting into a bad position can often be fixed with a shot of NOS. Unless you hit a mine ... I love mines
What makes it worse is that the elite troop doc can get it without having to actually earn its veterancy making a complete mockery of balance which sadly to say is arunning theme for the elite troop doctrine :/
The vet 1 ability is really not a big problem I think. You get faster speed because it is outranged by soviet AT. So to use it you must risk losing it. That is the point. The vet 1 means that you can get it back if you use it well enough. Look on the first page and see if you don't agree. At least two people (one of them myself) suggest there are deeper problems with the game.
Oh and I completely agree with you, elite troops being able to call in a vet 1 panther is really, really stupid. |
I agree that panthers are heavily used, especially late in team games, but the reason for this is the amount of Soviet armor and range of SU-85's. Unlike vCOH where infantry scaled deep into the late game, in COH2 infantry have a hard time doing so. Therefore, Soviets focus more and more on tanks and Ost counters with panthers as it should. Also, the long range of the SU85 in team games negates the PIV as soon as it appears, since the first SU85 will also be on the field. An Ost player has to rely on panthers to maintain field presence. I am not shouting nerf all Soviet units, but the problems stem from outside of the Panther itself.
In short, the problem is not the panther, but the reason panthers are so critical. |
German sniper is great. Use them right, need some skill. His vet1 abillity is superior versus shocks.
Ost sniper vet 1 ability is bugged right now, especially vs. shocks which ignore the stun effect. Also what Mr. Someguy wrote. |
Even so, the random death to a nearby mortar is very likely for ost players, and not so for soviet snipers. When I play as soviet I love using snipers because I know I will have them all game. When I play as Ost I almost never go sniper because it is to RNG dependent whether he survives into the late game.
The Soviet sniper is already a soft counter to the Ost sniper (possibly even a hard counter, especially when in an armored car), why does the Ost sniper also feel very vulnerable to everything else? |