For those of you upset there are no axis units on this list (besides ostruppen which I feel should not be on it) be greatfull. This list is not all allies out of pure bias, as it turns out there are a large amount of useless units in their factions.
As axis there are a few potentials that could be on the list, but none of them are utterly garbage like the SU-76 (Sorry RedXWings, you know its true  ). The static artillery, the panzerwerfer, the flame halftrack. All of these units do have their place and actually can accomplish things unlike a bunch of the allies units such as the SU-76, irregulars, ppsh cons (why is it such a downgrade?  ) Dshk, Thompson upgraded crews  etc. |
Because their original design was, whilst a cool idea, absolutely trash when implemented into CoH2.
A faction designed with enormously powerful units and defenses that only has to hold 1/8th of the map for half an hour to win was boring and stale in 1v1, and utterly ludicrously broken in 4v4. Frankly, the latter problem still exists, largely in part thanks to the lingering faction design elements still present since the beta.
A lot of the reason it was boring was that it was the utter height of the (oddly ahistorical) 'axis win if timer goes past X' philosophy that we've been fighting with Relic to avoid since the beta of CoH2's eastern front. Either you bashed your head against a wall until it fell on you or you wiped them in the first 10 minutes. It's the FHQ gambit's frustrations only represented on an entire faction in multiplayer.
A lot of design choices that seem good for the original concept have just stuck around with no regard for how they function outside of that. And a lot of them are sorely in need of fixing.
Reinforced wire form T0 initial units, for example. When your entire livelihood requires you holding a small chain or territory with a truck in each, preventing ugly flanks is a necessity. Reinforced wire = able to lock down better, good job.
When you're now playing as a normal faction with a faux 'fuel starvation' and units out of the wazoo, it's dumb as all hell, but it remains.
The Schwerer HQ is pretty much the pinnacle of this. Every other faction has to spend to tech and that's that, if you're USF you get a squad rather than a base building. The OKW, as a faction requiring holding a chain of ground to a fuel point, needed a deterrent, an AA option, and a way to hold down their ground.
Now they're just a normal faction with a faux 'fuel limitation', they get to tech and, for free, cut off an enormous swathe of map via choke points to the enemy from their first 80 fuel generated, demanding a huge investment of time and resources to kill even when unsupported unless you have tanks at least as heavy as a T34. And it's dumb as hell.
Allowing your core, front line infantry the best handheld AT weapon in the game and fantastic vet made sense when they were never going to be getting tanks and needed to be able to hold them off their trucks. Now... you get the idea.
OKW suffer from being a faction designed to work a completely different way shoehorned at last minute into a different role without anybody thinking that, maybe, you should take away all the super special toys they were allowed to keep themselves alive with only a tiny area of the map now they can contest it all.
+1 great post reflecting on the correct design flaw in a well written, well organized polite post |
I do not believe this is a very good idea. As said above, there are some logistic problems that would harm the game a lot.
As for a solution to the blobbing issue I think there are two options, and only one is something Relic might possibly do.
1) make small arms a little more realistic by making models drop like flys out side of cover, that way blobs a moving get devastated by even only a few squads set up in cover. There is a reason in WWI casualties were so high, as it turns out they A-moved into the enemy too and look how that turned out
2) make machine guns kill. there were a lot of reasons in WWII that infantry combat changed, and why squads moved the way they did. A lot of it has to do with the fact that indirect explosives and machine guns kill in swaths if in the right conditions. One machine gun could easily slaughter a whole platoon if it had an ambushing position.
My point is that right now gameplay wise we have a suppression tool, which is cool and all but it doesnt do jack shit against blobs simply because they get killed off by all the return fire. You all have seen a blob run at a machine gun in this game, in real life they would have killed half of them in the first burst. We dont need anything that drastic, but I feel if we made all Machine guns much more expensive (like on the pack howi/ infantry support gun level) and made them both suppression and killing tools bolbs would be halted in their tracks. I'm talking pre nerf Obers damage if you get caught out in the open. It wont solve all the problems, and will definitely cause more. But we have killing indirect fire, I think we need killing MGs |
Clown cars and the ridiculous flame half track back then was hilarious. Remember burning retreating units like it was nothing
I like how you picked the one thing, that is still consistently in the game even with all the other frustrating things Soviets had to deal with  |
Well, its hard to see everything if you are sitting in a mental panzer and looking into a single direction, willingly ignoring what happens behind your back 
He must of forgot how two weeks into launch they nerfed the shit out of Soviet T2 and buffed all of the Ostheer weapons teams. there were instant pinning mg42s, and T2/T3 where literally never seen because there was only one way to stay in the game which was sniper clown cars into the OP SU-85s.
There were also Pgren blobs that were way worse than any blob today, as well as game ending flame halftrack
This was soon fallowed by nerfing of SU-85s, where Soviets had to deal with then to Opel truck strafe spam that was released.
this garbage continued until Soviets were brought back to being OP with the release of Windustry, but at the same time there was the newly released Tiger ace doc
Later into the first march deployment when lieterally every axis unit was better than the Soviet units and pios were killing everything
into the stale meta of march deployment part two call in meta begining where Soviets were considered OP only on the basis the ISU was way over powered and ignoring how the rest of the faction was trash. about this time Soviets got their T2 back to some degree.
Enter WFA where the first week allies were way op due to USF AA halftrack, and everyone thought OKW was way under powered except a few far sighted individuals like myself. nerf USF and over buff OKW and we have the second worst time to play coh2 in the history of the game behind the part A march deployment patch. Kubel Jesus, truck pushing, and all of the glorious OKW units which didnt even really get adjusted (just the incomes and a price or so).
Yea Allies were OP for like 2 months of the total life of this game  |
Soviet is easy-street. Gigantic mistakes can be made and still the soviet player will be OK. Comeback after comeback can be made at any point of the game. It's a no-fear faction. There's never any fear or worry when playing as SOVIET.
Axis are the opposite.
This is universally accepted as true, it's the real state of things as far back as the games release. Ignoring or pretending it doesn't exist hasn't helped retain the player base much except for the die-hards who stay no matter what (many in this thread). It's a problem.
Allies easy mode since release? Someone hasn't paid very much attention to what happened since |
Newbie's point of view:
Imho allies (especiallu SU) are just like.. "idiotproof", not necessarily OP.
Which means that they forgive more mistakes. That makes them more accessible to newbies and also that makes them especially dangerous in hands of a "pro" player.
OST can win against allies, but player has to put much more effort in that.
I keep playing OST, even though it's really frustrating to lose most of the time.
SU is "idiotproof" if you know the meta and use it, other wise its definitely the least forgiving. Try using any of the commanders with no call ins (besides the anti tank docterine) |
Ugh.. This game have come to remind me of warhammer fantasy the board game. In WH you might pick an army that isn't "overpowered" and can be beaten, the issue is that it is so easy to play and won with that most people do regard it as bullshit. Put in another way I have a friend who started out with a faction that required him to know what he was doing, he didn't do well so he switched to the Bo brainer faction - not op faction - and Im yet to beat him.
Sure tournament goers know how to deal with such a faction, the rest of us, however, suffers from it.
HueHueHue Warhammer Fantasy such a great game (its been so much of my life)
I agree with you, but a weakness of the gaming community in all forms is the human weakness. As it turns out most people are contempt, not very innovative, and lazy. Just like you said when they are beaten they view it as bullshit but a lot of that comes from them putting 0 effort into learning how to deal with it.
I have seen it too many times, players who try fantasy out and instead of putting any effort forward they give up and go back to playing bro brainer space marines in 40k.
Which "hard" and "easy" armies did he try? I'm guessing the latter was Chaos warriors  |
I just looove this "Allied bullshit is allowed but Axis' bullshit not" crap.
At least the allies bs can be replicated by axis unlike the resource modulation. This is the point of the OP, not what you seem to think it is.
I suppose you'd see that when you tear down your fence and stand in the middle looking at both sides. |
Oh my...
Still butthurt because you lost yesterday's match? I told you 2 weeks before: you spam Cons and Rifles and refuse to play a decent combined arms and I will spam back. And my spamming is superior to yours.
You could have played a decent game there and we would have instantly switched to combined arms ourselves, but we are just sick and tired of this meta-spam-a-move-until-callins-crap.
TLDR: OP doesn't like to get his cheese beaten by counter-cheese.
Just a shame that you try to hide it behind a thread about conversion abilities.
Well he might have personal reasons for making this thread, but resource modulation is an issue and considering most players dont play ones, its something Relic should look into to make everyone happy.
Opel fuel trucks were successfully fixed, they can do the same to all the other abilities that do something similar |