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russian armor

I haven't seen a Soviet AT gun in at least six months.

13 Nov 2018, 03:22 AM
#21
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

jump backJump back to quoted post13 Nov 2018, 03:13 AMLago
He didn't say elite. He said specialist.

A squad that's sole purpose is to fight infantry should beat a similarly priced squad that's got both AI and AT capability.

That shouldn't be a controversial statement.


The point still stands. Where's the line between how much value in resources a "specialist" title is worth? 50mp? 100mp? What factions get to use them? who doesn't? etc
13 Nov 2018, 03:45 AM
#22
avatar of thedarkarmadillo

Posts: 5279

Guards are a tough nut. They are expensive to start with, coming with slightly weaker AI in favor of slightly weak AT. They they buy an expensive AI upgrade that all but disables fire on the move. No they shouldn't be beating Obers, but should certainly give grens and volks a thrashing shouldn't they?
13 Nov 2018, 08:36 AM
#23
avatar of Vipper

Posts: 13476 | Subs: 1

Guards are a tough nut. They are expensive to start with, coming with slightly weaker AI in favor of slightly weak AT. They they buy an expensive AI upgrade that all but disables fire on the move. No they shouldn't be beating Obers, but should certainly give grens and volks a thrashing shouldn't they?

It not really a simple as that. There should simply be counter play to them.

For instance a specialized long range unit should be in disadvantage from specialized sort range unit at close range. Since axis are sort of weak at sort range units, Guards are hard to counter with infantry and can stand up to light tank when in heavy cover.

It was argued that Guards should be countered with mortars but since the latest nerfs to mortars that has become more difficult.

In addition their vet 1 ability is on of the strongest in the game not all providing unnecessarily more range but more DPS also.

Due to Guards performance Shock are not being used and now the plan do buff shocks instead of nerf Guards.

The original design of Guards being "jack of all trade master of none" was a far better design.
13 Nov 2018, 09:37 AM
#24
avatar of Katitof

Posts: 17891 | Subs: 8




The issue with anti-everything units is that they are too proficient at being anti-everything. Jack of all trades units shouldn’t be able to beat handily beat specialist units. For example Guards shouldnt handily beat comparable axis AI specialist infantry when Guards are more versatile overall.

Well, if you look at guards weapons, you'll notice that they most certainly are AI specialist with limited AT capability(they will chase off light, but medium will stomp them).

They do not have anything AT specialists have, no burst AT weapon, no AT snare and most certainly, no reliable AT weapon.

They are also fitting the soviet theme of units doing multiple roles at once, like ZiS and SU-76.
13 Nov 2018, 09:48 AM
#25
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post13 Nov 2018, 08:36 AMVipper

It not really a simple as that. There should simply be counter play to them.

For instance a specialized long range unit should be in disadvantage from specialized sort range unit at close range. Since axis are sort of weak at sort range units, Guards are hard to counter with infantry and can stand up to light tank when in heavy cover.

It was argued that Guards should be countered with mortars but since the latest nerfs to mortars that has become more difficult.

In addition their vet 1 ability is on of the strongest in the game not all providing unnecessarily more range but more DPS also.

Due to Guards performance Shock are not being used and now the plan do buff shocks instead of nerf Guards.

The original design of Guards being "jack of all trade master of none" was a far better design.


Well mortars do counter guards. If they are dodging mortar shells they are not shooting but 2 mosins which is pitiful. Additionally while guards are good, hell guards are great... Stg volks can engage favorably if they get a close and the flame nade is devistating vs them due to the lack of FOTM weapons. Ost has pgrens that if they close will eat them alive. A comparable cost of course but anything short of charging across no cover into them will allow you to close on them and that will force them off.
Axis have far more cqb units than Soviet have long range units, both have a squad that can deal cqb from the word go.

Also shocks need a buff Regardless of guards because they are trash. Against they are map dependant but against okw the amount of STGs make cqb much more risky. Shocks are expensive and niche with clear drawbacks and remain one of the only units with an actual designed range.
13 Nov 2018, 10:06 AM
#26
avatar of Vipper

Posts: 13476 | Subs: 1



Well mortars do counter guards. If they are dodging mortar shells they are not shooting but 2 mosins which is pitiful. Additionally while guards are good, hell guards are great... Stg volks can engage favorably if they get a close and the flame nade is devistating vs them due to the lack of FOTM weapons. Ost has pgrens that if they close will eat them alive. A comparable cost of course but anything short of charging across no cover into them will allow you to close on them and that will force them off.
Axis have far more cqb units than Soviet have long range units, both have a squad that can deal cqb from the word go.

Also shocks need a buff Regardless of guards because they are trash. Against they are map dependant but against okw the amount of STGs make cqb much more risky. Shocks are expensive and niche with clear drawbacks and remain one of the only units with an actual designed range.

VG ST44 are badly designed but the ST44 on other units is designed for mid range and less for close range. The VG should simply be redesigned. That would also help Shock who actually need to bleed less instead of doing more damage.

Mortar have become less effective in open ground so the "counter guards with mortar tactic" has become less effective. Having very powerful infantry is problematic to begin with, they should be cheaper and less effective.
13 Nov 2018, 10:16 AM
#27
avatar of Thamor

Posts: 290

Guards are a tough nut. They are expensive to start with, coming with slightly weaker AI in favor of slightly weak AT. They they buy an expensive AI upgrade that all but disables fire on the move. No they shouldn't be beating Obers, but should certainly give grens and volks a thrashing shouldn't they?


Disables fire on the move...every single grenadier with lmg in the game where they have no other option, but with commander pick and only getting 2 G43 to 4 man squad. It's not like they are suddenly penals yolo running around with full squad of SVT-40 weapons or guards equipped with TWO DP-28 LMGs. Funny thing when nothing is ever enough for anyone...
13 Nov 2018, 10:59 AM
#28
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post13 Nov 2018, 10:16 AMThamor


Disables fire on the move...every single grenadier with lmg in the game where they have no other option, but with commander pick and only getting 2 G43 to 4 man squad. It's not like they are suddenly penals yolo running around with full squad of SVT-40 weapons or guards equipped with TWO DP-28 LMGs. Funny thing when nothing is ever enough for anyone...


Oh I'm sorry I forgot some people are not so good with simple math so here I'll try this for you:
Guards=6
-2 ptrs
-2dp28
=2
2 rifles
2/6
That's 33%

Now for grens
Grens=4
-1 LMG
=3
3 rifles
3/4
Thats 75%

75 is BIGGER than 33

Of 6 men having 2 firing IS gutted FOTM
Having 4 guys and only 3 firing is a normal day.

Also the lmg42 provides a whack of DPS onto a single target, the 2DPs of I recall are only slightly better COMBINED and deal damage to separate targets.

Problems with penals =/= problems with guards

Some people on here might be whiney cunts who bitch and moan about "their faction" but I am not one of them jump in the lake and quit being so indignant
13 Nov 2018, 11:52 AM
#29
avatar of Thamor

Posts: 290



Oh I'm sorry I forgot some people are not so good with simple math so here I'll try this for you:
Guards=6
-2 ptrs
-2dp28
=2
2 rifles
2/6
That's 33%

Now for grens
Grens=4
-1 LMG
=3
3 rifles
3/4
Thats 75%

75 is BIGGER than 33

Of 6 men having 2 firing IS gutted FOTM
Having 4 guys and only 3 firing is a normal day.

Also the lmg42 provides a whack of DPS onto a single target, the 2DPs of I recall are only slightly better COMBINED and deal damage to separate targets.

Problems with penals =/= problems with guards

Some people on here might be whiney cunts who bitch and moan about "their faction" but I am not one of them jump in the lake and quit being so indignant


Wow well done trying to show your majestic wisdom and insult at same time with total failure to understand my post.
13 Nov 2018, 12:00 PM
#30
avatar of Lago

Posts: 3260

The point still stands. Where's the line between how much value in resources a "specialist" title is worth? 50mp? 100mp? What factions get to use them? who doesn't? etc


"Specialist" isn't a some sort of special rank, it's a statement of function. You've got generalist units which do a bit of everything, and specialist units that are very good at one or two things and are not good at anything else.

Take the OKW Panzer IV and the Jagdpanzer IV. They cost almost the same. The Jagdpanzer IV is far better than the OKW P4 at fighting armour, but the OKW Panzer IV can fight infantry too. Specialist versus generalist.

Obersoldaten are anti-infantry specialists: they can't do anything to armor. Guards are generalists: they've got solid anti-infantry performance and some light anti-armour weaponary.

Therefore Obers should probably outperform Guards in infantry combat, and they usually just about do.
13 Nov 2018, 12:20 PM
#31
avatar of ullumulu

Posts: 2243

can someone tell my why guards have 4 weapon slots (2ptrs + 2 dps)? while mostly every other infantery has only 2?

let them get only 2 weapons. choose one: AI or AT or a mixed 1 ptrs + 1dps
13 Nov 2018, 13:07 PM
#33
avatar of blvckdream

Posts: 2458 | Subs: 1


For example Guards shouldnt handily beat comparable axis AI specialist infantry when Guards are more versatile overall.



Which Axis AI specialist unit loses to Guards? I am really curious.
13 Nov 2018, 13:53 PM
#34
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

can someone tell my why guards have 4 weapon slots (2ptrs + 2 dps)? while mostly every other infantery has only 2?

let them get only 2 weapons. choose one: AI or AT or a mixed 1 ptrs + 1dps


That moment when Ullumulu suggest a heavy OP buff to soviets.
13 Nov 2018, 14:02 PM
#35
avatar of ullumulu

Posts: 2243




Which Axis AI specialist unit loses to Guards? I am really curious.


Guards beat easily falls...and can in 4/10 fight beats obers.

13 Nov 2018, 14:03 PM
#36
avatar of ullumulu

Posts: 2243



That moment when Ullumulu suggest a heavy OP buff to soviets.


I cant see where the buff is when guards could only get 2 ptrs OR 2 dps instead 2 ptrs AND 2 dps?
13 Nov 2018, 14:10 PM
#37
avatar of Katitof

Posts: 17891 | Subs: 8



I cant see where the buff is when guards could only get 2 ptrs OR 2 dps instead 2 ptrs AND 2 dps?


If you don't see that guards would have to go down in cost or ptrs up in potency and DPs up in potency, then you don't know how balance works or what it even is.

It would also make guards much more mobile and significantly decrease chance of weapon drops.

It is also a dead horse we have talked about in year 1, when people still remembered how campaign Guards worked and these campaign guards would be your new guards as otherwise they would be severely underpowered.
13 Nov 2018, 14:16 PM
#38
avatar of ullumulu

Posts: 2243

jump backJump back to quoted post13 Nov 2018, 14:10 PMKatitof


If you don't see that guards would have to go down in cost or ptrs up in potency and DPs up in potency, then you don't know how balance works or what it even is.

It would also make guards much more mobile and significantly decrease chance of weapon drops.

It is also a dead horse we have talked about in year 1, when people still remembered how campaign Guards worked and these campaign guards would be your new guards as otherwise they would be severely underpowered.

IT would be welcome when they would have much less from this overperformanche..but would be cheaper.

What would be a ok price? 320? 300? thats ok...since mp is a infinite ressource in coh2. it takes only some sec and more and u get such a OP unit...compared to other high price units.

which other unit can kill alone/ push back a luchs behind heavy cover and after this fight obers effectivly?

once more for example: pgrens has nearly no impact to infantery when upgraded with double schreck...has far less surviveabilty and need to come mid/close range to hit armor.
13 Nov 2018, 14:19 PM
#39
avatar of ullumulu

Posts: 2243

jump backJump back to quoted post13 Nov 2018, 14:10 PMKatitof


If you don't see that guards would have to go down in cost or ptrs up in potency and DPs up in potency, then you don't know how balance works or what it even is.

It would also make guards much more mobile and significantly decrease chance of weapon drops.

It is also a dead horse we have talked about in year 1, when people still remembered how campaign Guards worked and these campaign guards would be your new guards as otherwise they would be severely underpowered.


following your "logic" it would be ok to make a squad with the following stats:

- ober model + vet
- 10 models
- 2 lmgs
- 2 schrecks with high far range acc
- 800mp pricetag

right?
13 Nov 2018, 15:33 PM
#40
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



I cant see where the buff is when guards could only get 2 ptrs OR 2 dps instead 2 ptrs AND 2 dps?


To put it simple, imagine a 6 man gren squad with LMG.
PTRS are there to hinder the squad.
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