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russian armor

Do you like new patch?

11 Jul 2013, 15:44 PM
#21
avatar of WarMonkey

Posts: 101

jump backJump back to quoted post11 Jul 2013, 12:58 PMhubewa
I kinda feel a bit strange about this patch.

There were a lot of problems with the maxim crew including setup and crew-size.

The set-up has been fixed.

However, Relic seems to have felt that they wanted to keep their 6 man squads so much that, in order to preserve the squad sizes, they decided to make MGs and mortars 4 man crew as well.

The problem is - it's a lot harder to punish MGs that have been flanked. And the issue of support units being able to act as viable combat units will still exist I think.


it really hard to punish a 6-man maxium squad that i flanked too.

personally, i love this patch. scout car is right where is should be. infantry battles are very nice now. i prefer the squad increase so that units last longer meaning fights can last longer. having stuff die too easily early game really ruins it imo. 4man and 6 man teams are both still fragile late game, so i'm good with it.

opel and strafe are easy to fix. limit one opel per player. and strafe only effects units in the circle you use to call it in (make that circle smaller) and it suppresses (not pins) infantry in that area. only does damage to units not in cover.
11 Jul 2013, 16:25 PM
#22
avatar of solidgamertv

Posts: 54

I played for a good 4 hours yesterday and I still haven't really formed a complete conclusion if I like the changes or not. To be honest I haven't felt to big of an impact and I think thats a good thing. Small changes are the right way to go until the next balance patch.
11 Jul 2013, 16:42 PM
#23
avatar of franko

Posts: 41

I played for a good 4 hours yesterday and I still haven't really formed a complete conclusion if I like the changes or not. To be honest I haven't felt to big of an impact and I think thats a good thing. Small changes are the right way to go until the next balance patch.


LOL small impact ? they nerfed most of soviet units that were used in early game. you are joking or trolling
11 Jul 2013, 17:01 PM
#24
avatar of solidgamertv

Posts: 54

Nope not joking or trolling. Go watch my stream from last night and watch my stream from 6 days ago. If anything I use Infantry more yesterday then I did 6 days ago. Weird?

Heres a link for your time:
http://www.twitch.tv/solidgamertv/profile/pastBroadcasts
11 Jul 2013, 17:09 PM
#25
avatar of Funkeh

Posts: 77

I thought the extra man on German weapon teams was a silly solution to the larger Russian crews, but so far it has not been too impactful.

I never use M3s, and only 1 Maxim so I couldn't comment on those, but I have noticed the slower mortar fire for the Soviets.

Still haven't played enough to really give an opinion.

- They should really try and push out a hotfix for the Assault Support Commander's strafe.
11 Jul 2013, 17:17 PM
#26
avatar of CombatMuffin

Posts: 642

I am also confused about 4 man crews, its hard enough to perform a successful flank, the metagame right now is more about "bring a more powerful unit head on, forget flanking".

Its only been 48 hours though. Any conclusions on the patch are hasty, at best.

Haven't tried the German Scout Car after changes. Any comment son that one?
11 Jul 2013, 17:53 PM
#27
avatar of UGBEAR

Posts: 954


Team games are a lot harder to balance than 1v1s. I still don't think Soviets are weaker in team games other than when both Ostheer players spam Opels and strafe.
The soviet tech trees and doctrines can work very well together between two or more players whereas the Ostheer players are basically each just doing the same stuff like in a 1v1.

In the end it comes down to what people expect what formats balance should be for. I think I'd prefer 1v1 balance over team game balance. Of course extreme imbalances in team matches need to be fixed as well (Opels, strafe).


I don't think you can not find Opel+Strafe abuse in EVERY 2v2 GAME,

2v2 balance=Med+Late unit balance, Tank META(which is currently stupid) and Howitzers, 2v2 is pretty popular in vCOH, but I do not like fight against Brits in vCOH...


(BTW:my mate found that both Soviet and German howitzers won't shoot if there's a "rock" "tree" "vehicle" get in it's line of sight, pretty stupid.......)
11 Jul 2013, 19:36 PM
#28
avatar of grozdhast

Posts: 8

yea. Like it.
need do it
• Soviet PM41 82mm Mortar Barrage shoots slower: 3.575 to 6 seconds.
• Maxim HMG deals less damage: 9.5 to 5.
• Soviet HM-120mm Mortar shoots slower: 8.9 to 15 seconds.
• Soviet HM-120mm Barrage shoots slower: 5.175 to 10 seconds.
and IS 2 300 to 500 fuel
Isu 152 290 to 500 fuel
enjoy
11 Jul 2013, 21:18 PM
#29
avatar of SkilledByNature

Posts: 14

i dont like this new patch, i think everyone will agree

This guy always says what i think xD

+1
11 Jul 2013, 21:57 PM
#30
avatar of CombatMuffin

Posts: 642

Well, its Barton...

You could give him the world's sexiest blonde, and he'd reply he prefers brunettes /MVGame
11 Jul 2013, 22:22 PM
#31
avatar of Supertron

Posts: 15

I don't understand the changes made, why??:

Because the basics of COH are disrupted now:

- Axis is specialised army with 3 members as in vcoh
- Any nation can fire a mortar within reasonable time

Differences in balance have to be made more by looking at how infantry gets punished when NOT in cover
NOT in cover should be punished more

This creates more fixed battles around key areas

I see now to many infantry battles on plain soil.. WTF!
WTF that veterancy bullshit, stop with this superman thing, make it that a veteran squad of tank ok can aim better so maybe an infantry squad, but rather allow material upgrades

instead of this FAKE shit

IT has to be that villages are the key points to hold

I feel SEGA has a good will with this patch as they did improve some other details. But the real game mechanics to make this game more REALISTIC
11 Jul 2013, 23:05 PM
#32
avatar of Dr.Octogon

Posts: 11

Atrocious patch.
Edit: Save for the M3 nerf, that was actually justified.
11 Jul 2013, 23:55 PM
#33
avatar of Lethallegacy

Posts: 37

jump backJump back to quoted post11 Jul 2013, 06:49 AMUGBEAR
nice patch, 80% German Vs. 20% soviet in 2v2, please nerf soviet, there's still 20% left to be nerfed

lol isn't it true
12 Jul 2013, 00:04 AM
#34
avatar of Lethallegacy

Posts: 37

IMO those changes went wrong way :

- russian mortars - they had good dmg and its ok its a mortar - the problem was with killing those mortar squads - i think lower squad would be ok - good dmg but some risk with loosing mortar - that what should be changed

now it seems they will be useless

- those russian and german halftracs - i know many ppl rage about they r op etc but imo there was a fair balance between their dmg and possibilites to kill them.What i would do is in first place made them cost much more fuel etc and (u can start rage) made them a bit stronger. Why ? becouse then we would have an option to go strong unit vs infantry but with higher cost of fuel it would force u to be late with tanks and for other hand it would make some different ways - haftracs and strong early or pure infantry into tanks with strong mid/late all with some risk but still with making some decision. What i hate now is like every game starts the same - infantry into tracks and both russian and ger do the same and basicly both r destroyed by at nades or shrecs or w.e u call it.

About su85 - im like - ye its strong as fck but again i rather to see they make those su85 cost more, rather then make them weaker becouse the problem with su85 is (range for sure) and timing when its show up.

Su85 is the only AT Tank available in mid game, at guns sure t34 sure, both are weak counters. At gun read its description and some how it bounces more shots then it should. German tanks are strong and each tank or vehicle across the board has very specific roles. think soviet tanks need a bit help, perhaps buff t34 a bit and make su85 cost more. su85 seems to be most often called out tank response to german p4 spam or panzers
12 Jul 2013, 03:40 AM
#35
avatar of WarMonkey

Posts: 101

I am also confused about 4 man crews, its hard enough to perform a successful flank, the metagame right now is more about "bring a more powerful unit head on, forget flanking".

Its only been 48 hours though. Any conclusions on the patch are hasty, at best.

Haven't tried the German Scout Car after changes. Any comment son that one?


scout car is nice now. with or without upgrade does about the same damage to infantry (key it to keep it outside AT nade range and have a gren or something pushing on a flank) upgrade seems to give no increased damage except armor pen so it can hurt light vehicles.

i almost always buy it now for early harass and scout
12 Jul 2013, 04:07 AM
#36
avatar of CombatMuffin

Posts: 642



scout car is nice now. with or without upgrade does about the same damage to infantry (key it to keep it outside AT nade range and have a gren or something pushing on a flank) upgrade seems to give no increased damage except armor pen so it can hurt light vehicles.

i almost always buy it now for early harass and scout


just tested it against an AI for testing purposes. It indeed does seem to do less damage per burst, but hitting more consistently, without it being a Pe armored car. I like it so far.

12 Jul 2013, 04:15 AM
#37
avatar of Nullist

Posts: 2425

Permanently Banned
Short and sweet patch. Issues remain but as Pqumsieh just said on his stream (which is live atm, go watch!):

-Strafing run should not be pinning on retreat, and he is aware of the problem.
-Hell look into whether the Stug got the previously forgotten AoE buff.

He said he prefers making changes in small increments, and then adjusting if necessary, which I think is a good perspective to practice.
12 Jul 2013, 07:18 AM
#38
avatar of StephennJF

Posts: 934

My judgement on whats good:
  • M3 Scout Car and 222 Scout Car changes are welcomed changes.
  • Ostheer 4 man pak40 and 4 man mortar increase survivability against both snipers and general attacks.
  • Increase fire rate of the Ostheer mortar as it provides a great alternative to tackle with heavy conscript or maxim based stratergy, especially when they are utilizing buildings a lot.



My judgement on whats bad:
  • MG42 4 man crew further increases its ability to repel flanks and is unrequired, just return in back to 3 man crews. I have been saying it since alpha, please increase the damage of all small arms rifle fire so that flanked support units and units out of cover are punished harder and faster. In my mind 2 conscripts with a flank on a gren and mg42 should win the engagement, however this is rarely the case as MG42 pack, unpack and then fire extremely quickly again in response. Without an increase to small arms fire, my solution would be increase the pack up time of the MG42 so molotovs do more damage and a flanked unit is punished.
  • Soviet nerfs on mortars makes no sense as they were actually quite ineffective as they were last patch. Furthermore, it amplifies the strength of MG42's as mortars are weaker and the effects of flanking are weaker. I feel now the only way to breach well played 2-3 gren/2 mg based play is with M3 flamers/snipers or stall to T70. I feel flanking is never rewarded how it should be and early game Soviet indirect fire does not break MG positions well.
12 Jul 2013, 07:26 AM
#39
avatar of TrickyWaters

Posts: 35 | Subs: 1

jump backJump back to quoted post12 Jul 2013, 04:15 AMNullist
Short and sweet patch. Issues remain but as Pqumsieh just said on his stream (which is live atm, go watch!):

-Strafing run should not be pinning on retreat, and he is aware of the problem.
-Hell look into whether the Stug got the previously forgotten AoE buff.

He said he prefers making changes in small increments, and then adjusting if necessary, which I think is a good perspective to practice.


Indeed.. I agree. Right now it seems as though we're heading in the right direction. Although I think T34s would need a tiny buff (not sure if it was meant to be a tank like this? if the devs meant it this way), cost of the SU85 increased. Strafing run fixed. +Limit the opel usage to 2/3 max. 1 is too little and the effect gained from it is nothing. Most users will only get 2 out as.. 3 is already 600mp and that's a lot. +Having a 3rd one most games can be risky as you never know when the t70 might hit the field to come and just finish it off on some farther sectors.

Keep going.. :)

Yeah and.. I think I agree with Stepphen there on that one. Please try to make flanking more rewarding in this game. 2 conscr vs a gren and MG is a very 50/50 case. Really depends on ultrasmall factors.. If well executed then yes.

But the thing is, shouldn't small arms fire already be.. I mean, more effective close range? So, taking that into account it should already help in flanking or peel off those mgs.

But apparently not.. anyways yeah, make flanking more rewarding ..
12 Jul 2013, 07:35 AM
#40
avatar of Tristan44

Posts: 915

The mg42 packing time is fine da fuq you talking about? Otherwise I agree even though I did feel the soviet off map mortar was ridiculously strong and hard to kill. Patch is decent enough. We will see a very good next patch with strafes and opels nerfed along with some soviet issues.
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