But if he or she goes for 5 riflemen squads, 2 grens and 2mgs won't cut it, you will be hard pressed since rifles fight well at long, medium and close range.. How do you tech up? Do you rush for t2 and get a pak or do you rush for t3 and pz4 or stug?
And what if it doesn't hit the teller, you are pretty much screwed then..
Thats why I've said you need 5 to 6 T1 units.
You don't need to rush for anything, in fact rushing T2 against USF I consider as a bad idea, you need to establish some map control first, otherwise you'll be pushed back and he'll just rush light armor.
I tech after 5th or depending on pressure 6th unit, then depending on what he does, 251 for map presence or 222 to fight off M20, only then I find the need for PaK. You can stall to T4 if you have CAS doctrine, if not the choice betweem P4 and Tiger isn't really as obvious as it was before against USF due to new jackson being better vs tigers and worse vs P4s.
So don't rush anything, keep focus to not lose anything(mainly MGs, better to retreat too early and give up sector then too late and give up MG), there is no IS-2 coming, so there is nothing forcing you to rush, dual PaKs and faust will fend off any sherman after 10 min. |
I'm playing ost much more recently then USF and from my experience, 3 grens 2 MGs and whatever 6th T1 unit you want works better(no need to build it if you aren't being pressed hard). Place a teller, don't rush LMGs, save for possible fausts, if you're lucky you'll have vet1 HMG(and they vet up fast now) which is more then enough to counter USF light armor. |
Both solutions are terrible.
Severe negative zeal penalty(even to the point where there would be 100% accuracy against blob from small arms) is the only way that might help here.
No faction is build or balanced around blobing, so there is minimal negative impact on gameplay other then terribads needing to learn to micro. |
Sigh. Where did I write "he blobbed conscripts all over the map"? Have you seen any Price or Lenny games. Watch a few, you'll see a huge group of units walking around together. That's a blob. I'm not confused about that.
I didn't say it was different from Price's 7 zooka rifles. I think that's bad also.
4-5 volks in a blob = Bad.
LMG blob = bad.
Blob = bad.
No denying to that, I'm simply pointing out that if you don't play soviets because they blob, then you pretty much have nothing to play in coh2 as every faction blobs since day 1 of their introduction and soviets are able to do so with PTRS only for a couple of days, never before it was valid or effective for them to do so and with no PTRS doctrines it still isn't, so soviets while can blob are the least blobby faction in coh2 really.
As long as there is no negative zeal greatly increasing rec acc when 4 or more squads are at certain vincinity, the blobbing will exist and persist. Blobs of infantry hardcountering AI tanks doesn't help either.
You always react as if people are against you personally and misconstrue what is being said. I'm for gameplay, not axis. I would like to see buffs and nerfs and mechanics changes to soviets to make them viable to play with an interesting style.
I'm much more calm then my posting indicates, I'm just as subtle as chainsaw in expressing my opinions and responding to others.
But what you(or anyone really) say, if it isn't written the way so only single interpretation is needed, then don't be surprised that people make out of it something you didn't intended. I need to explain my posts all the time. |
Just had a few games as Ostheer, it is just revolting how horrible your early game is compared to USF. They outswarm you, denying you teritory, scrambling for fuel is your only option and meeting riflemen that will wipe grenns if you don't always keep an eye on them. Riflemen with bars kill anything, freaking anything at range and close up, outperforming lmg42s, sniping mgs, being in buildings and keeping 2 squads occupied.
By the time you finally get a panzer 4, they have a jackson or a sherman plus the rifle anti tank nades because they had such a fuel advantage.
Honostly, if I face a USF player, I instantly drop. That faction is sickening and just an insult to balance and game design, it requires no skill, just no brain spamming and getting map dominance by simply outmassing your opponent.
Ugh, gg relic GG
And how was you playing?
Grenspam? |
losing the truck is bad. It's not insta-gg (nor should it be) but it does delay every tech structure by several minutes. The luchs or flak HT will arrive several minutes later. Just because it's free doesn't mean losing it doesn't matter.
Exactly because its free, loosing it should matter.
And if you're going for flak HT you don't stall with deploying it long anyway or you'll loose AA HTs window of opportunity. |
Mostly what I dislike about soviets is the blobbability and starcraftery. Check CptPrice and Lenny replays to see what I mean. (8 conscripts, two flamers, demo mines demo).
How is that any different from sprices 7 zooka rifles or 4-5 volks+whatever number of whatever elite infantry you pick or good, old LMG grenblob which were in game viable options lightyars before cons?
And you seem to confuse spam with blobbing.
8 cons is not a blob if they are all over the map and soviets never could blob as that was heavily punished by superior firepower, turbomortars and OKW AAHT. |
Why does this unit die so easily? does it have less health than an MG42 or is it all in my head?
By "die" you mean the weapon breaks or the crew is killed?
If the first, you have lower armor on the gun and rifle nades(AKA portable precision strike which ost is whining so much of jealousy while not realizing haf of their basic army got it) and squad bunching to thank for.
If the latter, you have 4 men squad with rec acc penalty making it effectively 3 men squad taking hits from weapons balanced to kill 6-5 men squads reasonably fast.
No weapon team with 4 men crew (except mortars and AT guns who should not be taking hits) will withstand axis firepower directed at it.
That is why all HMGs except USF one work-they are balanced with durability against the weapons they will take his from. |
There are two single reasons why OKW floats.
1) Extremely cheap teching with no side costs.
2) Extremely cost efficient infantry always inflicting more casualties then taking them.
Unless you use the finest cheeze your faction have, you'll be putting yourself at disadvantage against OKW.
And last thing the game needs is more advantages for them. |
Saying something is true, does not make it so, friend.
Just like saying you are right doesn't make you so. |