General Information
Youtube: https://www.youtube.com/channel/UCJT-oswDRyOrhrVghT-6ZRw
Steam: 76561198157193379
Nationality: United States
Game Name: Snaek
CoH2 is intentionally balanced without any special rules or exceptions because they learned their lesson from CoH1. CoH1 had special rules for everything, so many of them I doubt anyone knows them all or even half of 'em. In CoH1 you had things like British Infantry are extremely weak against fire but resistant to bullets or Panzer Grenadiers can stand up to Riflemen but lose to Combat Engineers but Riflemen are stronger than Combat Engineers. The overuse of Target Tables also occasionally lead to strange bugs like Tiger Tanks being unable to penetrate Allied Jeeps or M3 Half-Tracks being completely resistant to Tellermines.
As much as it is silly, it's a more effective way of tweaking the way that units interact with each other without causing as many imbalances between all the other factions because of it.
I think that the only really unfortunate thing about it was that it was arcane (examples like you mentioned where Tigers dont penetrate allied Jeeps) and completely unknown to the end user. It should have been communicated somehow. If there was a way for the average player to know all this information within the game, then I think it would have been much better.
Balance Team probably the worst thing to happen to the game honestly. The game isn't any more balanced than when they started and if anything it is more imbalanced than before due to power creep.
Now lets create a fake scenario as an example. Take a theoretical situation where Pioneers are under performing vs Combat Engineers. People complain, balance team will go and create a 5th Squad Member upgrade, give it like 100% accuracy at all ranges, Pioneer spam then becomes meta then they get nerfed into a worse position than what they were previously. Instead of saying ok, lets give Pioneers 10% accuracy bonus vs Combat Engineers only, then tweak/modify from there until its balanced.
Good Example of this was Rifleman vs Volks. Rifleman were fine vs Grenadiers but struggled vs OKW, rather than buff the unit against Volksgrenadiers only, they fixed the Volksgrenadier issue only to make Rifleman overperform vs Grenadiers creating another balance issue in the process.
There are 5 factions in the game so any change to one thing could have a profound effect on how that interacts with numerous other units. This is why they need to stop doing generic changes that effects how units interact with every other unit in the game and go for a more surgical approach. Think of it like a ripple effect in a pond. Rather than do generic changes that are very specific to what the issue is, they do massive sweeping generic changes.
Look at UKF for example. Pre-Nerf Infantry Sections only needed some tweaks, mostly in the form of doing less damage vs MGs. (All LMGs should have a damage penalty vs Heavy Machine Guns to prevent frontal attack move assaults but that is another topic) Being able to get Double Bren then Max Range demolish MGs was the main problem as you had no way to control blobbing. Instead of fixing that, Infantry Sections went through a balance loop of endless nerf after nerf until they became so garbage that they had to introduce Raid Sections into the game which will further upset balance even more.
Raid Sections wouldn't be needed if Infantry Sections weren't gutted into the ground but here we are. In a month something else will be considered OP and then nerfed into the ground and the never ending cycle continues since they don't address problems in a way that actually fixes things permanently.
This is why I think CoH2 suffers from not having an Infantry Type system like CoH1 did.
Maxim with cons should be more than enough to be honest. Just don't use your cons to fight them, but rather to reinforce the maxim which has MASSIVE AoE supression.
Agree but also need to pop Sustained Fire beforehand.
Grenadier/Panzergrenadier/Panzerfusilier G43's are close-mid range weapons similar to the Rifleman's M1 Garand. The only long range G43 is the Marksman variant used by OKW Jaeger Light Infantry Recon.
Fair enough. But I was meaning to say that Shocks will bleed on the approach. And at the very least, pfusis are better long range than shocks.
Maxim in large team modes is effectively useless by itself without Sustained Fire (very good ability BTW, you will suprise the enemy with how quickly it suppresses blobs)
- Mortars are good when enemy spams support weapons or plays behind cover alot. They will definitely bleed the enemy but god help you if they flank lol
- Shock troops counter support weapons effectively, afaik they counter other blobs less effectively (especially long range blobs like pfusi G43 blobs) because while they are the best close range assault specialist, they are also close range specialist, so they will lose health and drop models on the approach in an open area.
- T70 is a very effective counter to blobbing, I've found. You can kite the blob very well with the T70 and it becomes a monster with veterancy. (Though it is obviously a glass cannon, you must be sure there are no AT guns supporting the blob before you try to be cute with it). T34 as well, because its main gun is no joke.
Katyusha is the big counter to blobs though. Shotgun katyusha FTW.
- KV8 good against infantry blob, but not when they spam tank destroyers.
Look, I can't speak for the "professional COH2 gamers" out there, but to me, being revealed at 20 meters doesn't really scream "ambush camoflauge" to me.
I want to be constructive, so how about this: Remove sprint or snares on units who have ambush camoflauge. Or change the snare to an ability that doesn't lock in like conscript AT grenade assault. It's just my suggestion.
I mean I guess that it's somewhat counter-intuitive to use camo on LMG grens, so its not as useful on them, but for the three players who like to use G43, we're not going to be able to make the best use out of an "ambush" at 20 meters.