yeah but all grenades like to squadwipe which is mostly thanks to the squads bunching up, of course the RGs range is here a factor but considering the disadvantages (like no melee nading) its pretty equal actually compared to other nades i find the RG a bit of a lacking as other nades are good in preventing melee attacks or disabling stuff the RG isnt, the RG is more for clearing HMG teams then killing squads but that maybe is more a personal flavor when it comes to nades |
I think its rather call in units that are too good instead of the Su85 beign weak, the su itself is a very good TD on most maps but why get an SU85 if you can get an IS2 or 2 T34/85 which are easier to use and have more impact especialy considering that the most stuff your enemy will have is infantry |
sierra where in that match up is the support for the Volks, all thigs you listed should not be able to be defeated in 1vs1 by a volk squad easily, because they cost a lot more, that would be the same if someone says, conscripts should win vs lmg grens or obersoldaten without support they are not going to win against them in most cases (not counting cover etc.)
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I think the necessity of Tigers decreases with game size 2vs2 and higher a Panther can do good here too as long as you are premade in random search, well take only docs with tiger and elefant, reason is simply that your ally is mostly not trustworthy, with a premade ally you can basicallly play every doc because he can cover your weaknesses
but 1vs1 it is diffrent here, i personally only use Tiger docs cause you can use them on any map and the Tiger has certain advantages 1vs1 but be aware i dont have any of the dlc commanders, they can change things listed below:
1: the Tiger deals with infantry, i find in 1vs1 enemy infantry is your main problem, especially against USF if he has a map were he can defend easily and you are forced to attack cause you dont have many vps left (best example is road to kharkov),
2: he costs less then most other Breakthrough weapons, because most time you need t3 and a p4 before you can get the fancy t4 stuff so it would delay your breakthrough options even further which will cost you the game or give the enemy time to get guns on the field which will make your Panther to an endangered species
3: you will get a Tiger faster then a Panther and an addiotional Pwerfer and time in 1vs1 is very important, you dont have any of it to waste
also dont get an brumm, 80% of the time its not cost effective and its ineffective against infantry (too low rof) his main job is breaking fortifications which it does very good and if you use it against Inf use attack ground to get atleast some deadly effects, it wont hit anything with auto fire (same goes for the ISU)
4: it has a effect on the morale on many players the will often focus it and have a greed to kill it, which you can use to lure them into traps like at guns, minefields etc. especially they will get blind for other things sometimes,
5: its also easier to watch and keep alive then 2-3 units for the same role, also if you see an AT gun you cant capture destroy it |
sry if this ends in a double post but the forum ssems to not accept the reply button
well for me its Ostheer and sowjets i will list my issues with both below, a small note i will ignore any of the dlc commanders thes dont count for meas part of the basic gameplay
Ostheer: in my opinion Ostheer is quite handicapped in comparsion to the new armys, it has basically no diversity, and certain maps are either instant defeat or more stress then it is worth it especially thanks to the now fixed starting postions,
main reason behind it is that ostheers basic army (no commanders) are too campy and too vulnerable to attacks from multiple directions while they themself have nothing with that they can go into an offensiv against the enemy because it most times will force them into a close quarter enviroment were they wil lose most times easiest solution here is more non doc infantry or weapon upgrades to (like mp40 of the vcoh Volks on some maps in coh 2 i would kill for the good old volks)
next is light vehicles, they come either too late cause when they come there counters are on the field or they dont do their job for their price (flame ht vs maxim spam 3 maxim are enough to kill the ht before it even roasts one squad), osthher light vehicles need mostly a rework i thing
last is commanders most of the Ostheer commanders are not viable for a simple reason in 1vs1, they dont have a Tiger Tank, reson behind it is quite simple Ostheer has nothing that is effective enough to break an enemy defenses on certain maps (best example road to kharkov north) even Tanks which should exel at stuff like killing infantry in lategame dont do their job and are merely a schock weapon then defense breakers so if it ends in a verdun and if ostheer ist the one on the attacking side without a tiger it will most times end in a lose, the Tiger gives Ostheer the firepower and the meatshield to overcome a camping enemy on such maps
i think making the Tiger non doc in t4 should fix that so Ostheer commanders are more about added bonuses (like ambush camo, g43, command tanks, Stormtroopers etc.)
The Red Army: well the red army has similar Problems as Ostheer their core inf is anything but good for that they get lots of cheese
Infantry: well sowjets also need more non doc inf i think like non doc shocks and guards that siply dont have the guns of their doctrinal counterparts like schocks that only have mosin rifles and no smoke etc. or gaurds that can only get a DP or the at rifles so they smooth the lack of sowjet Core infantry and support more the combination of infatry then spaming stuff
Teching: i think sowjet teching should be reworked to be similar to the teching of the panzerelite from vcoh so they have more options and combinations and get less predictable
commanders:well its similar to the Ostheer commanders its most about the call in Units especially the Tanks i think here also should be more units made non doc and locked behind the tiers and upgrades so more commanders get viable (like an IS2 or t34/85 non doc but to get it you need 2 or 3 of the buildings or certain buildings upgraded) again with the effect of making commanders more about bonuses then must have
OKW and USF
well i dont own wfa so i cant only say about both from the postion of the enemy
both need smaller reworks, a nerf for the Kubel and less cost on Bars and bazookas like 40 mun for bars and 50 or so for zookas
and for the kubel is to give it a bigger size so its easier hit by enemy fire and especially at weapons
last is the mortarhowitzer well both of them a unreliable and unpredictable as ostheer i sometimes see an USF one doing both either beign the ender of worlds and killing always 3 of 4 squadmemebers and havin incredible accuracy or in another case the americans seem to have found the whiskey in the guns of the Sherman tanks and now they dont hit anything i think thex dont should be both they should be as reliable as ostheer and sowjet mortar while not being too drunk to hit or killing everything
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i think you dont know when schocks were 1 CP before WFA and they came out before Ostheer even had the chance to get a counter yes that was not very balanced in 1vs1 and still most people played Ostheer
but back to topic, the problem is players will always play what they like to play, i give you an example in the game DoW2 the most played faction were the Space Marines simply because people liked them (they were by far not the strongest faction), in ww2 games it are the germans, they are the most favoured most times becasue because of german steel and wonderweapons (lets be honest germany had really some nice toys in WW2)
and the other part is gameplay, for me i play Ostheer mostly because i dont have WFA both old factions are rather boring for me so i take the one whith the better looks (Tiger) sadly both rely on certain weapons to be effective (Tiger, T34 85 other call in tanks) but that is mainly a design issue with both vanilla factions, the new factions just feel more ailve then ostheer and sowjets
from my view they both need a bit reworking for Ostheer its more mobility and faster teching maybe also a bit more non doc inf (but thats just my hope for vcoh Volks with mp40^^) so they can play all maps and are not a 100% lose on certain maps (like Stalingrad) still they need less work then sowjets
well sowjets need a teching rework to allow a more fluent and combined arms playstyle cause atm its mostly some kind of spam while combined arms is extremelely less rewarding for more work in using it (maybe do it like pe and give them upgrades for their buildings to unlock certain units and upgrades so certain options can be used faster)
but balance well the game will never be perfectly balanced but atm its quite ok maybe 1-2 issues but nothing you cant fight off exept you have bad luck with the map or RNG still we had times with a lot unfairer balance (like the release of certain commanders) |
Because the Mg42 is not as good as a maxim when it you want to use it to attack your enemy reason is simply that the maxim is more mobile,
thanks to its setup times, it can also be used in buildings and support an attack while the mg42 is a pure thing for defence it needs to be set up or it will be overrun in most cases and it always needs support and spoters,
the maxim does not it can counter flanking decently while an mg42 in most cases can only run and the 42 cant use buildings (wont get out there alive against things like satchels or take too much damage in the process of leaving which will kill it outside)
well if the mg42 would be as mobile as the maxim or even the m2 (which is actually even better then the maxim exept for its crew size)
we would also see it spamed more because you could use it for more then just defend a point (were the Mg42 in my opinion is not that good if your enemy knows what he has to do against it) |
well i had some slight problems with maxim spam since the patch so i exchange one of my gren bulletins for more acc on the mortar, well aftereffect was the mortar hit every where but not its target and it missed around twice the normal spread of it, so i think it is buged anyone can confirm it or had similar problems |
yes he is a strange guy well back to topic:
here my thoughts about the changes for 1vs1
i think the lmg changes are fine, lets be honest all lmg overperformed no mattter which, how they now perform we will see with time
but the core Infanty changes are bad:
1: Sturmpios
well when playing russsians i never had problems with them you had afterall enough things to stop them like maxim, sniper, scoutcar or flamethrowers, if the enemy spammed them better for you he now drains himself a lot mp only annoying in city maps but hey then you can get schocks and support them with At guns and flamers so i think the changes here are extremely unnecesary
2: Conscripts
dmg buff is okay but the received acc is a bit unnecesary i think in relics case i woul have left it out and see how the new dmg gets the job done and rebalance if needed, but i think the acc modifier is there for the gren changes
3: Grenadiers
well overlooking the notes it seems like "hey we nerfed your damage for that you now get less damage", in my opinion useless for the grens afterall they are a long range unit so their job is to kill enough enemys on longrange to then fight the charging enemy off in close range more "health" wont help them doing that afterall for that you place them in cover and that health wont help them when of 6 enemys now 5 reach CQC when before it were 3-4 when the grens could win the fight most times and now they wont
4: Volks
more damage when staying but less when moving seems okay
5: Riflemen
performing on all ranges better then grens, really relic as far as i know that was the biggest problem Ost had beside from the need for an pak as fast as possible (aa HT), i mean before wfa as ost you could play diffrent tactics now you face mostly US and only can do one thing build a maginot line (quite ironic as a german especially without sandbags) at your fuel and pray you survive till you get a Tiger or P4 out and make your comeback nearly no diffrence in tactic allowed and you also have to cut short on a lot of units becasue you are forced to an extremely early pak while the US can decide the gameplay until said tanks and then its a matter of his creativity how to deal with them if he is not creative you win easily if he is, well prepare for verdun or in short not really fun to play (thats what i liked in vcoh all factions had diffrent tactics to use)
Vehicle changes are ok, lets see how they perform now over time, only the T-34 the M20 worrys me here but lets see how it works ingame for the m20 and the T-34 changes no, just no not necessary
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that sounds like sowjet fear artillery (basically arti shells that fire propaganda) that stuff suppress and force your units to retreat, anything else i dont know on allied side |