Not to interrupt the flow of this forum, but I've had this issue a lot lately. Any additional specifics as to how to go about this would be quite welcome.
My biggest issue seems to be (As Soviets)
1. Germans get 1 or 2 MGs. If I can't flank them properly (through my own lack of skill or bad infantry management) or get a bunker up, I tend to stall out until either I get tanks or they get tanks. Based on what I've seen, I tend to try to go t3, but it seems like T70s don't do as well for me as they do for people in the VODs I watch (hi TFN guys and Imperial Dane, if you visit these forums!) and usually after I upgrade, the Ostheer commander(s) will tend to get out heavy tanks, and I feel like I've wasted my investment.
I know I'm super nooby, but I appreciate any constructive criticism that could be provided. I can get replays or twitch casts up tonight if that would help.
I like the T-70 against early bunkers. It manages to polish them off pretty quickly. And more importantly, if you wait for heavy tanks to combat the bunkers, then you've let the bunkers do their job by securing the resources or VPs that they were built near. |
Have you saved any replays? This would help a lot...
I have one from last night that I'll post later. |
People need to understand that when games (or any other medium) claim to be accurate to their source material, they're not also claiming to be representative. |
Not trying to support OP's argument, but I just saw this article posted and thought it was worth sharing. The article does acknowledge both sides though.
http://www.polygon.com/2013/7/25/4553536/is-company-of-heroes-2-anti-russian |
If I don't outright dominate in the first 20 minutes of a game, I always seem to lose. I understand that the Soviets need to take advantage of their natural early game strengths, and I often do. It's not uncommon for me to hold 2/3 of the map, including both fuels for the better part of the early game. I have a few different strategies that I use, but they are flexible enough that I'm able to react with the appropriate counters (if I don't already have them).
I either go T1-T3-T4 (two Conscripts, two flamer clown cars, Guards Rifles, T-70, SU-85) or T1-T4 (substituting two snipers for T-70). Armored cars and FHTs don't give me that much trouble, I'm usually able to handle them with AT Nades and Guards Rifles. And I don't get completely pushed off when the first P4 hits as I'm always sure to have an SU-85 ready soon after. But at this point my opponent is usually able to return the map to 50/50. Even with the VP and resource advantage I've held to that point, it all seems to go bad from here.
Sometimes, I just can't crack the combined arms that the Ostheer have managed to build up due to their linear teching (while I've skipped T2 and have a "hole" in my army as a result). And sometimes, it's Opel Blitz and Strafe.
Has anyone else found themselves in this position as the Soviets? And what are you doing to retake the advantage? |
Queuing orders by shift-clicking isn't just for capturing and setting waypoints to force a unit to take a desired path, it's also useful in combat. For example, order your conscripts to throw a molotov, then get into cover right after by queuing those commands as you start your engagement. This will let you focus your attention elsewhere for a short while. |
When capping a point held by your opponent, don't stand near the center of the capping circle. This will prevent him from being able to see what type of unit/units you're capping with, making it harder for him to respond with an appropriate counter. |
I tried this for the first time last night....and wow, it really does work. I'm not sure how skilled my opponents were (but then again, I'm not that good).
In the first game, my opponent went with a fast T2 before he even recognized by strategy. As he saw my army's unit composition, he started pumping out PGrens but still couldn't stop it. In the second game, I managed to beat a build order that included two early MGs. Although, that one took a little bit longer as I had to wait for more Conscripts to pull of successful flanks. Neither game went long enough for me to call in my tanks.
Even though I primarily play Soviets, I think they should do away with this somehow. I don't think it's how the game is supposed to be played. I wouldn't recommend nerfing Conscripts as that would have ripple effects throughout the balance of the entire game. Maybe just require the Soviet player to build either the T3 or T4 building in order to call in off-map tanks. That would make this strategy too risky to be viable, at least at higher levels of play. |
Personally, I've encountered similar scenarios as that video depicts and I think that is bad gameplay. If a support weapon like the MG42 or Maxim is caught off guard then it should be punished. The amount of micro needed to take that MG out is no where equivilant to the micro needed by the MG player since attack move is the only order needed to cause your MG to continuously face.
This is something we are investigating, but unfortunately it's a fairly complex issue with no easy solution. Our goal is to find the best solution, not the quickest one.
I will try to keep you all updated as we explore the problem further.
Edit: grammar
Can you explain how to use Attack-Move to force the MG to continually face? I'm intrigued. |
Not to mention the small arms fire of the MG42 support team killing a man and taking the rest of the Conscript squad down to half health, basically rendering them combat ineffective until they retreat/heal.
I think a simple reduction of HP of all support weapons teams for both Ostheer and Soviet (except maybe the Pak) would do the trick. Although, this might make mortar insta-gibs happen more often. Unless it's possible balance a unit's resistance to different types of damage (small arms, artillery/explosives, fire) separately...then just increase damage take from small arms instead of lowering overall hp. |