Me and my partner started going USF + Soviet where we get an ISU-152. Funny thing is, our opponents seem to have no idea what to do without their blobs.
Short of an ISU-152 though, I really dunno. |
Back on topic, the Su-85 I think is fine in all respects except the pen. It needs to be able to pen heavy tanks more reliable, and it should always pen a p4. This is because of the speed and smoke the p4 has it doesn't need to armor to save it from that Su-85.
Actually the SU-85 can penetrate a Panzer IV with ease at any range. Against a Tiger Tank, it has a 60% chance minimum to penetrate on a hit. It has slightly higher mobility and less penetration loss than the Jagdpanzer IV. The Jagdpanzer IV has much higher armour, but is reliant on spotters and cannot see very far on its own, nor can it watch its back. The SU-85 can watch it's back while moving, and spot for itself while hunting. |
I hate the blob meta. Since USF / OKW Blobs are full of AT, you can't use vehicles to counter them, they overrun Machine Guns and Infantry easily, and move to quickly to avoid artillery. The only surefire way to counter a blob is to build a better blob. This isn't Starcraft, and that's not fun. Blobbing is a no-skill tactic with very high rewards, and should be discouraged by nullifying the bonuses of blobbing (extreme survivability + extreme versatility). Even if you misuse your blob and run into multiple MG's, one click of a retreat button and you're entire blob is off the hook with minimal losses. But making blobs take as much damage as they dish out, even from a much smaller force, would destroy blobbing as a viable tactic, and people would need to think of smarter ways to fight, ways that require more work than drag and drop + attack move.
Note: In this case, I consider blobbing to be 3 or more squads each within 10 meters of another. |
Semoisky summer is perfect for camping (mostly from 1v1 experience):
1; Fuel points next to the base and are hard to harrass, so the OKW can dig in at the center or the muni cut-off and a pain in the ass to kick them out of there 'cuz all the firepower they have unless the allies have indirect fire. So yeah, you have to go straght into their defensive line and use brute force if you don't want to call the GG.
2; Limited flanking options thanks to the water and the small space thus USF cannot use their mobility on this map. Once the heavies roll out it's over (ofc it's impossible to flank them on this map)
3; Early-game situation: Send a Kübel to the enemy's cut-off and the allied advance is halted, saw it way too many times.
All this is because the new factions are more map-dependant compared to the vanila ones.
I played a 2v2 on this map and I'm not sure how we could have won it. I know we made mistakes, but we just couldn't crack the town. It was x2 USF vs OKW + WM. We managed to avoid the Kubel rush with a WC51 which destroyed it, and we held the town for the first few minutes. But OKW set their Medic Truck right on the other end of the bridge, which was supported by WM MG 42's in the church and several other buildings. Fallschrimjager popping out of buildings forced us out of town by nullifying out flanks. Assault Engineers proved insufficient against OKW's Sturmpioneers and Fallschrimjager even at point-blank, and the Pack Howitzers proved insufficient to dislodge the Bunkers and MG's, which prevented any Infantry advancement, while Volksgrenadiers and Panzergrenadiers made armoured approaches impossible. Stuka zu Fuß also destroyed our Pack Howitzer batteries several times, while said batteries contributed little to the actual fight. The western flank was our only other option, but it was guarded / attacked by a Jagdpanzer, Panther, and Tiger tank with multiple Bunkers and MG 42's, and an Infrared Half-Track which let them know in advance when we were coming. In the end, we lost because we couldn't dislodge the enemy from the town or the western flank.
Also special mention for the M36 that bounced every shot on a Tiger and Panther while AP rounds were active. |
They nerfed the M15, what are you talking about?
They nerfed the range slightly, but in an undocumented change reduced reload frequency by 50% on the M2's. In other words, they doubled the mag capacity of the secondary MG's. |
Well the Flak weapons should be changed to the "small arms" profile and be given much higher accuracy anyway. The "ballistic" profile simply does not work for them, it was designed for tank guns, not automatic weapons. |
Yeah when they swapped the .50 cals 25% bonus accuracy for 25% increased accuracy recieved, the unit suddenly became made of paper. It never felt all that overpowered before and nobody was really complaining about it, now it's kinda... eh.
Yeah they seem to rely more on raw numbers than feedback, which is good for the most part, except when they go and nerf a unit that's already not great. And buff one that is (fucking M15 AAHT). |
Agreed. There are a few things in this game that make me think Relic thought it was making Men of War or something - projectile collision with terrain, TrueSight™, vehicles colliding with buildings and doing damage - but they're glitchy and hard to understand and they don't work in any standard fashion and it can be hard to tell if a bush is hiding your dudes or if a hill is going to block shots or something because the other 90% of the game is a more traditional RTS where if you roll a hit you get a hit and if you roll a miss you get a miss and so on.
Truesight works very well though, it's buggy on occasion but that's related to a small number of props that blocked shot but not sight, which Relic noted and fixed. Vehicles colliding with buildings existed in CoH1, and actually did more damage back then.
I already explained how hits / misses work but unsurprisingly everyone ignored it. I will repeat though, rolling a hit will hit, rolling a miss may hit. The hits you see on hills, walls, and objects, are all misses. |
I don't dislike the retreat mechanics, but what I'm saying is that accuracy on the move should be much worse for units using long range weapons.
Accuracy on the move is 50% worse for all General Infantry except US Rifleman. This doesn't count Assault units (SMG's or AR's). Some units (Grenadiers and US Riflemen) also shoot less often on the move. |
Usual reaction to molotov is LOLRETRAT, but what if I told you it doesn't explode killing all your squad instantly and allows you to reposition?
Because a unit with 4 men, incoming accuracy debuffs, average suppression, low damage, a 3 second pack-up time is not a unit you want sitting around wounded. That one can get away with it because it pretty much suppresses instantly, kills a squad member, pins the squad and then kills another.
The current one doesn't do that, so it can't get away with recklessly running around infront of enemy troops like the one in the video. That's why people insta-retreat as soon as an MG gets flanked rather than trying to keep fighting like that one can. It can only behave like that at Vet 3.
Plus, his took no casualties. I'm not sure if molotovs were weaker then or crews were stronger, but I've never taken a molotov and gunfire without losing at least one man. And leaving an undermanned MG in the field is asking for it to get decrewed. |