I think the biggest problem is late game with vetted LMG grens, big armor(tigers,KTs,Panthers), and elite inf(OKW). Riflemen don't stand up to a lot of the stuff out there, even at vet 3 with lmgs or bars equipped, as well as conscripts and maxims. Not saying we should nerf late game OKW inf and LMG grens, and buff maxims and cons, but I'd like to find a way to balance out the early/mid/late game a little better. It's a problem that certain factions shine early game, suck late game, or rock late game, and are okay early game, etc..
+1
I would like to see all factions setup like OKW where there is really no way to go wrong. Sure there are some strats better than others but it's a lot harder to totally gimp yourself by picking the wrong tech or doctrine. |
The t70 is useless vs okw period, it will just get shreked to death or hunt down by a puma. It comes to late to be any use vs the ostheer unless the player is saving for a Tiger then that gives you room to do some damage if you have the micro.
I never have problems using against Ost. Actually the T70 is very rewarding for the Micro and it can do two things a T34 cant.
1.) Clear out Paks even supported with ease due to its ROF.
2.) At vet 2 Kill its own fauster like a KV8.
Also its kick as recon. Its also alot faster and has more site range. PIV is never a problem for my T70s but shreks are.
Against OKW everything Soviet sucks save for Maxim Spam or Sniper spam...which is why I sadly have given up on my beloved Soviets. I want to play my way not with the three doctrines and no teching that Relic wants me to play. |
Its a design decision, not a gameplay flaw and yes, you should accept it, because it will never change.
It never changed in coh1, it won't in coh2, because it is impossible to balance 1v1 and 4v4 when you have asymmetrically balanced armies. It was impossible when we had 2 armies, its even more impossible now that we have 4.
You could just as well ask for war elephants for germans.
Resource scaling. Since resources are a limiting factor for heavies and super units if you make it so the larger the game mode the less each point is worth and scale it so that each player roughly gets the SAME resources they would get in 1v1 then YES it could balance.
Relic seems to either not care or are very dense in this regard. I deal with scaling issues professionally.
@OP
The OKW T4 has less HPs then the other buildings and is quite easy to take out with the USF of all factions. Just get site on it with a unit and fire a few ATG rounds at it until you get Vet 1. Then your ATG can spot for itself and other units. Keep a blob near it to protect it while the HQ goes down. Be mindful if he has a StukaZuFuss however. |
I thought it was a waste of fuel before the nerf TBH. With tech cost. The only thing I like in T3 is the T70. Mmmmm T70.... |
More like 70% of the fuel with the lowest tech costs in the game. Will the penalty matter in the end? Sure. But if the game isn't 20 minutes in, you actually have more fuel available than other factions because your tech costs are the lowest in the game.
As for the second part, try "largest selection of infantry and specialized vehicles".
I don't think the vet5 thing is balanced on any level. The only reason it's not much of an issue is because the only units reaching vet5 regularly are volksgrenadiers.
Tell that to my STG44 Facemelting 8 min Obers of death
Edit:
That I reach Vet 4-5 with almost every game. |
OKW is hampered by a resource penalty. I feel the 5 levels of vet are fine. Since in most cases the units done get outright combat bonuses but rather things like self healing and sprint. |
Heh you know its coming any high teir OKW player will go with a quick puma. All you can do is hope that you can kill the puma with mines from the M20 or use bazookas to deal with it, but hey guess what the OKW puma has so many get of jail cards its pretty ridiculous.
What has been happening with me is I run into 1 or 2 Kubals from OKW usually one at my strat point at the start of the match slowing me down from getting my fuel. I cap around the map, rush an M20 hunt down the stupid kubals with it, drop a pack of mines and hope I can get the puma. Have the M20 go with my rifles and harass. Build a MG, create a fuel cache and tech to CPT for AT gun and fight the puma or luchs.
This is exactly what I did as OKW last game. The USF player got early Zooks then missed with every shot. Free vet back away kubel.
Then he tried to use smoke and flank it WOOPS Vet 1 infantry awareness I SEE YOUU!!! Back away Kubel. Then comes an early Flaktrack and WOOPS PUMA!
Kubel should cost a little bit of Fuel I think.
I like the Kubels DPS because it can actually get snipers to retreat and or hurt them pretty good. I think its suppression is good. And I think its actually worth getting now. But its got too many things going for it at its cost.
10 Fuel at least (since you can salvage it for 5) |
Heartless comparing conscripts to falls, obers, and JLI is like calling for volks to be buffed because shocks arrive at 2 cp. Your comment about 8 minute obers is just unreasonable. Please show me a replay where your doing that because in all reality it takes around 10 minutes to get T4 up, and besdies, you would have been better off rushing a luchs anyway.
I'll admit that the conscript ppsh upgrade feels really, really lackluster at the moment, and I would like to see that give cons the ability to scale late game. In no way should vanilla cons to stand up to LMG grens/obers like everyone keeps comparing them too.
Good points!
To your comment about at nades, they have a high % chance to pen from the rear of medium vehicles, and a decent chance against heavy armor, although this is much less reliable. Also, bleeding a few conscript models to snare a vehicle is almost always worth it. AT nades/fausts are one of the strongest abilities in the game and cannot be overlooked, especially so with regards to conscripts that have oorah to help get in position.
Your point about molos is spot on and now that mass (4 plus) conscripts are less viable and I'm usually only building 1-2 of them per game, I almost never tech molos.
My comment on durability applies more than just to their received accuracy. Oorah can get you out of sticky situations or to reposition and the 6 models prevent random wipes from things like AOE explosions in general. So yes, the received accuracy does hurt and cons feel a lot weaker now, I just think we should be a little hesitant to call for buffs to a unit that can quickly get out of hand.
I think the conscript ppsh upgrade should serve to make cons a viable front line unit, as there are no commanders that include all of ppsh upgrade, shocks/guards and a late game heavy.
Also, penals and shocks are pretty beast now, guards felt the nerf bat pretty hard, but button can still be useful in a pinch.
Unreasonable Eh?
http://www.coh2.org/replay/24115/replay-or-it-didnt-happen-for-festivelongjohns
Edit: And since I am quotting you for others that TLDR
I am not comparing Conscripts to Obers Falls or JLI. I am saying when Obers, Falls and JLI show up Conscripts are completly and totally a bleed. And trying to dispel the MYTH that this happens late game. As you can see I wouldnt really call 8 Mins late game. |
Cant get Obers that fast eh? And this isnt even my fastest... |
totally agree +1
+2
But I would like interchangeable weapon slots on Riflemen. So I can swap out a BAR with a Bazooka if I so desire. Not locking a weapon into the hands of a rifle squad FOEVA. Its a rack. Put down the damn BAR for someone else to take and pickup that ZOOK! |