My bad on the Panther price part.
But still doesn't mean OST tier-up system is fine.
On the contrary, it just highlights how much OST is getting screwed because of balance changes to make the Allies competitive with OKW teching. OKW are in position to pop Panthers for 120 fuel, get health care + the truly ridiculous armor-shredding flak for free, with almost no meaningful downside. OST has to spend 110 fuel just on the battle phase escalation, and AT LEAST another 25 fuel on T1 and T2, presuming they leave themselves wide open to enemy armor by skipping T3--which is, as things stand, the only realistic way to get Panthers before the 30 minute mark (if ever) in 1v1. |
I just want to toss in my $.02 and say that while I agree with the OP, to my mind where COH2 (specifically) went wrong was in the decision to set the popcap at a hard 100 regardless of map control. In vCOH you had to control strategic points--which didn't give you any fuel--in order to raise your popcap. This made fuel sectors way more important, and prevented you from just hunkering down after a series of losses; you had to stay aggressive to win.
I think it's pretty clear to everyone that COH2 was designed for maximum comeback-ability. For those of you who remember from the beta, early on you were essentially punished (even more than you are now) for unit preservation, to the point that you were almost forced to throw away units just to avoid the punitive upkeep penalties. The problem is, IMO, in the long run allowing crazy comebacks from a position of zero map control makes for a less fun game. |
Totally unscientifically, I hadn't played Wehrmacht since... idunno... at least a couple weeks before Ardennes Assault hit. I've played a bunch of games in the past few days and lost almost all of them, primarily because grens seem to have lost their ability to reliably win at range vs. rifles OR cons. Everyone in my bracket (top 2000-ish) seems to be playing USF with the same strategy: riflespam your cutoff, early AA halftrack, win.
YMMV as always, but the first thought that crossed my mind was that allies (and USF in particular) had been over-buffed to compensate for their real or perceived weakness vs OKW. |
The worst part about it is the instant setup imo. It should require the building be occupied for at least 10 seconds for a set up.
Having literally never used it I kept wondering, when I faced it, why one second it wasn't there and the next it was. Is it really instant? That's mind-boggling. I know COH2 is not vCOH but in vCOH it took, what, 30 seconds? And it could be decapped. I seriously don't understand why it shouldn't a) take longer to set up and b) be decappable. |
I've struggled against this a bit myself, mostly because I expected to be able to decap the building (like in vCOH) and got wiped out. I've never used it as a Soviet but I think for 400mp/60fu it's fine. The only thing I would change is to be able to decap the building, I have no idea why you can't. |
Thread: ISU-1529 May 2014, 15:39 PM
I think (in 1v1 at least) it's less "Soviets HAVE to get 152 to try to stop Elefant" than "there is no reason NOT to go 152, except potentially having to deal with an Elefant." |
Thread: ISU-1524 May 2014, 15:50 PM
How many years has it been since vCOH was released and people are still complaining about the Allies' lack of handheld AT? It's called ARMY DESIGN.
A supported AT gun can take out an Elefant; more to the point, an Elefant can do absolutely nothing 1 on 1 against an AT gun. The ISU can 1-shot an AT gun. This is a massive difference.
Also, with respect to some of the recent suggestions, I like the idea of nerfing the range on both, but it still doesn't solve the real problem, which is the squad wipes. But maybe if squad wipes were fixed across the board (meaning for tanks for both factions, and the Soviet mines), the only remaining issue would be the range. |
Thread: ISU-1522 May 2014, 00:45 AM
An accuracy nerf does nothing to address the fact that if it does connect it will still 1-shot your squad. That change would just make the game even more RNG-dependent. |
What about making Rapid Conscription a passive ability that worked like American infantry doctrine from vCOH (faster infantry spawn/reinforcement)? |
I like all of these ideas. The only thing I would add is some kind of change to AOE, or perhaps a damage reduction from armor rounds across the board (with an HP reduction in vehicles to keep the ratios the same). Infantry is too squishy right now, fresh full health Gren squads are getting 1-shotted by mines, and everybody already knows how I feel about the ISU. |