Since the last two patches the role of vehicles has changed dramatically. In March the tech requirement cost was greatly increased. Now in April we saw blanket changes to all vehicles and an overall increase in cost. What I've noticed is that the resulting meta has become more dependent than ever on call-ins. Some of the "IMBA" of certain vehicles (looking at you tiger/elephant/ISU) that have been recently pointed out may not be from those vehicles directly. Some tweaks may be in order, but I've thought about it quite a bit and decided the combat stats of all the vehicles are quite close to balanced. There is another issue that is exaggerating imbalances with vehicles.
The Underlying Problem:
The increased cost of teching/vehicles themselves as allowed a player to establish a potent anti-tank force well before any assault guns/tanks hit the field. The result is that most people rely on either infantry/ATG to reach CPs high enough to call-in tanks, or use stock tanks very sparingly until high CPs are reached. At which time ALL PRODUCTION is diverted to call-ins.
The Solution:
I think there is one simple fix that could greatly improve the meta. Decrease the cost of light armored vehicles. This will go a long way towards defining the roles of both light and medium vehicles.
Germans:
Stug E 160MP/65FU (from 200/75)
Stug G 200MP/70F (From 230/80 )
Ostwind 260MP/90FU (from 280/100 )
German half track 200MP/25FU
Soviets:
SU-76 160MP/60FU (from 200MP/70FU)
T-70 160MP/60FU (From 200MP/70FU)
M5 200MP/25FU (From 270MP/30F)
The Reason:
It's very simple. Lighter vehicles still have less of an impact on dominating an opponent than medium/heavy tanks. The recent changes scaled everything so far back that most people are just content to wait till the heavier vehicles can hit the field. Also, the cost-effectiveness between light and medium vehicles, especially with regard to fuel, is too close with medium tanks. What this change does is allow all lighter vehicles to be earlier sooner and cheaper, possibly before excessive AT is present. It would add alot of definition to the vehicle roles. If a player is getting over run by light vehicles he will be forced to build medium tanks to counter the light vehicles. ATG would only be effective when used in conjunction with vehicles. And rather than simply spamming high utility vehicles (Panzer 4/T34) until a heavy call in, a player may be tempted to build a couple of light vehicles and then force a counter of medium tanks.
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I'm an intermediate/casual player looking for a large no drama clan. Mainly just want sharp but friendly people to play with so I'm not with a bunch of randoms. I almost exclusively play soviets. My favorite game mode is 2v2 but 3v3 and 4v4 are fun too.
I've played Dow1, Dow2, VCOH and now COH2. In DoW2 (I played that game far more than any other I've ever owned) I reached rank 15 on the ladder in 2v2 so I'm pretty competitive if I want to be. I'm not looking to join any tourneys or things of that sort.
Let me know if you'd like me to join your clan. Thank you!
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Dear OP,
Which would you rather have in your arsenal?
Non-doctrinal panzerschrecks? or doctrinal guard PTRS w/ 75MU upgrade to unlock button and pay MU every time you use it. |
I'd just as soon remove automatic cover seeking from the game - it does way more harm than good. So many times have I put an infantry squad behind green cover wall and one dude runs out and gets the whole squad suppressed. Or even worse you're in the middle of an intense flanking maneuver and Ivan decides to take a knee and scan over a brick wall, the delay of 0.2 seconds allowed the MG 42 you were flanking to finish re-facing and suppress your squad.
I think cover-seeking was designed to be noob friendly. Screw that, noobs are going to lose anyways and it only burdens good players.
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Nothing ruins a campsite more than heavy smoke.
Smoke has got to be one of the most underused features in CoH2.
Fascists hiding behind bunker? dont know what to do? Can't get through the chokepoint? Drop a smoke barrage all over their faces and a direct assault has never been made easier. |
Nothing ruins a campsite more than heavy smoke.
Smoke has got to be one of the most underused features in CoH2.
Fascists hiding behind bunker? dont know what to do? Can't get through the chokepoint? Drop a smoke barrage all over their faces and a direct assault has never been made easier. |
Precision Strike seems borderline useless for the 82MM Mortar
You're freaking kidding right? 82mm precision strike gives you absolute mortar dominance over german 81mm.
I only use mortars on certain maps and situations as Soviets. I see the 82mm mortar as a measure to counter german mortars so I can hold my position. German mortar auto barrage is more accurate faster and so german mortar is therefore much more useful vs regular infantry/MG units. But the soviet mortar dominates the german mortar in duels, even at vet0, at vet1 it's not even a contest.
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I think they should've given just one of these upgrades to a soviet non-doctrinal infantry when the game was first released.
At this point it would mess with balance too much to add it. Infantry balance is the closest it's ever been. No need to change it now. |
To be honest, and maybe I just haven't experienced true puma spam yet, I have a sigh of relief because I know that he's not building panthers saving up for tigers, and I wont have to do battle with an elephant.
Pumas are weak sauce compared to the rest of the german tank army IMHO.
A good, diverse, AT game (Mines/AT nade cons/Zis gun and or guards and or T34 and or SU 85 and or Call-in tanks) combo is what you need anyway vs Panzer 4, Tiger, Panther, Elephant. Puma is easier to take out than any of those. |
This is just a thought and maybe I'm way off the mark...
Perhaps relic is balancing German units to play more defensively. I mean are P-grens really supposed to be an assault unit? There's nothing that says you can't use them for close range DEFENSE? just because they are good at close range doesn't mean they have to charge headlong into a concript/maxim/guard formation.
Think about it like this. Move up a LMG 42 gren squad or two. Start laying down some heavy long range fire, which btw germans have absolute dominance in this regard. When the cons/penals/shocks make their inevitable Ooorah/ smoke covered charge, do a small tactical retreat with your LMG42 Grens into a P-gren ambush. If you're really clever you might even be able to use you know - ambush camouflage.
Germans are supposed to have long range infantry dominance and they do. When I've seen german players use both ass grens and p-grens in more defensive roles to cover around their LMG42 and HMG42 it can be quite difficult for a shock/penal/conscript charge to be successful.
And in reality this isn't too far off the mark historically. Prior to assault rifles becoming prevalent, german infantry tactics all pivoted around the use of the MG42. As the war progressed soviets became adept at concentrating fire on the MG42 and overrunning the line. With the advent of the STG44 german defense lines now had many high ROF points that were difficult to concentrate on and it was more mobile. Food for thought.
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