In the final analysis, Soviets can be considered to be as effective as Ostheer if you have above average micro to avoid the manpower drain of conscript reinforcement and losing snipers. Germans are balanced if you have average micro.
That's pretty much it in a nutshell. |
The general feeling of the non-1v1 playing public is that Soviets are underpowered, difficult to play, and extremely bad in team games. This attitude is expressed by the ratios of Germans to Soviets in any other game mode other than 1v1, which at best seems to be 60/40, but is usually worse.
Amidst cries of "learn to play," always a fan favorite, there is more than a little truth to what the majority is encountering. Why exactly are Soviets so tricky? Essentially, everyone is playing them wrong, but they're also badly designed, in my opinion, for a competitive RTS. The normal rules that COH imposed on us don't apply to this faction, the rules of counter and counter-counter, and combined arms is only necessary as a fallback to avoid failure.
Essentially what's difficult with Soviets is that they seem to favor the design scheme of Panzer Elite in COH1 - they favor aggression and shock value units over a more playable combined arms strategy. With Ostheer, every unit has a function, and every function has a unit. The tier system is logical and intuitive, and so Ostheer is eminently playable even by beginner players. But as many people have pointed out Soviets are gimicky and have a rather tricky slippery-slope mechanic where using shock units can quickly devolve into game failure due to luck or when facing a really well-composed Ostheer army. For instance, SU-85s are extremely potent vs tanks, but extraordinarily vulnerable to flanking and infantry. Shock troops are great vs. infantry, but will be wiped by any vehicle that comes by them. Penal battalions and KV-8s are perhaps the ultimate example of this: the satchel charge can wipe two squads, but the chances of the penal squad getting safely away from their own destruction are slim. KV-8s might be able to charge in and wreck a defended position, but if any armor is on the field (which there should be unless the Soviet player is dominating) they will be quickly hunted down and destroyed or severely damaged before they can reach the safety of an AT wall or SU-85.
That's why most players find Soviets, including me, extraordinarily frustrating. Soviets just can't play the combined arms game as well as the Ostheer. For instance, many players make the mistake of constantly reinforcing and spending manpower on conscripts, which scale terribly late game, when what they need to be doing is gambling on the next shock unit that could change the tide of battle. I watched a recent replay with Siberian where he lost two conscript squads, but was able to utilize the superior infantry-killing power of Soviet snipers and SU-85s to win the game despite the Ostheer player doing very well most of the match. In other words, direct, extraordinary reliance on shock units. This meta remains the best way to play Soviets in my opinion. Since the T34 buff, many players are attempting to adopt a support-T34s style strat, but there's a huge hole in this strat - conscripts just don't scale as well as Ostheer infantry, leaving Soviet fallback positions too vulnerable to vetted infantry.
But - Soviets actually do have all the tools they need to win with combined arms, but they're just hard to get on the field in time to make a difference, given that the construction time of Soviet buildings is very long. It was almost entirely necessary to use both WSC and Motor Pool against Wehrmakt in COh1, but too dangerous to use both T1 and T2 against Ostheer as Soviets as the build times are so long. I'd propose that Soviets be reconfigured to make the tiering system more intuitive and easy to use, essentially reproducing the US tech system in COH1.
1) Move conscript construction and conscript upgrades to T1.
2) Move snipers to the WSC, but sniper build-time might need to be looked at.
3) Move the Zis to T3, but make it cheaper to build T3.
4) Move the T34 to T4.
5) Cut in half the construction time of Soviet buildings, it should be somewhere between the Ostheer build-time and the current one.
But we still have a huge problem - conscripts don't scale. More than the damage bars did, it was the ability to suppress superior Wehrmakt forces that made US rifles playable in COH. In my opinion, the gaping hole in the Soviet arsenal is the ability to suppress. Only Maxims and the quad-mount can do this. I think the only way to achieve parity is to give conscripts a suppress ability, like the G43 slow PE had in COH. This could be a global upgrade and fairly large cost.
A lot of things would then have to be re-balanced if Soviets are able to really field a great combined arms army - especially SU-85 build time and cost.
I know what the instant counter-argument is going to be - Soviets are fine in 1v1. Well, they are, but that's purely because in 1v1 the shock units scale so much better and the capping power of conscript spam is much greater. To re-balance for 1v1 with this proposal, sniper firing speed, health, T-34 crush, etc., would all need to be changed, but that's quite feasible.
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I must say having just played one game, the AT Gun buff is huge. I'm actually hitting stuff with the first shot now. So refreshing.
I'm excepecting a much more infantry-centric game to reassert itself, which should be fun. I will go out on a limb here and say that T1+T2 (AT guns + snipers) may actually turn out to be a winning strategy on the Soviet side in a month or so...
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I'm just curious.
I went away for a month or so and there are definitely some replays I missed, and with another patch having taken effect, there's a whole 'nother swathe of replays I shan't be watching, unfortunately. And I may get back into casting some if there is any interest, but the viewership went way down and it's pretty time-consuming to do.
Does anyone know if there are any games that manage to achieve this? Just curious.
Interestingly, there are hardcore COH casters who have actually went through the bother of installing patches one by one to cast replays. Definitely check out this guy: http://www.youtube.com/user/AECoH?feature=watch. I am astounded he's gone through the trouble of doing some of these for Youtube and he hasn't gotten nearly the views he deserves for doing so. I certainly got a kick out of watching a few of these and watching the meta and skill of players evolve, many are way before my time as a player.
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Yes, it seems to be a general Internet trend to decrease the chances of actually meeting new people online and encouraging people to stay in their small communities and hang with the friends they have. I remember when Facebook had a great photo-tagging app called SocialMe, I loved that app, I met a lot of cool people, including a French guy I went to visit in Canada, and got a couple of dates.
I suppose the technocrats of our new brave Internet society think lobbies and applications that promote random encounters are more trouble than they're worth.
If it hadn't been for the lobbies, and meeting people in them, I would never have stayed with the game or increased my skill level.
And I am one of the few who seems to enjoy all game modes. 4v4 is chaotic and fun as hell, but I also do competitive 1v1 and 2v2. I just fail to see how it was ever a good decision to take features away. COH never had a problem with the community being separated into pub and competitive players, and 2v2 ranked (non-AT) was a great bridge between the two worlds. And there is such a thing as competitive 4v4, when both teams have high enough skill levels. I had one of the few teams that even did the 4v4 AT when it was available.
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In my experience the one who's camping almost always loses the game.
Why? because they hand the initiative over to their opponent.
I also disagree on the point that attacking is not rewarding, because if an attack is successful you most likely destroy a significant part of your opponents army as well as you take some territory off him.
Tactical camping is the best way to win, even with Soviets (past 5 mins or so), ie., wait for the enemy to move in then bring all your forces to bear, beat him off, and cap more territory. It works because the defender has a micro advantage - his units are probably already in ok positions, or can quickly get to them. The guy moving 4-6 units in has to micro all of them into cover while also using abilities. This is why generally Soviets are more difficult, 2-3 conscripts plus a sniper or M3 requires more APM than 2 grens and an MG.
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I came back from a month off and have been mostly playing team games for fun.
I am getting a bit tired already, as I've noticed one key aspect of multiplayer in COH2 that no one else has really mentioned: gameplay overwhelmingly favors defense, then attack. This is not really an issue in 1v1 as it is easier to switch sides of the map to focus on, but in any game mode above that, I have found that I tend to lose if I attack, but if I wait for the enemy to come to me, repulse him, then take territory, it's very easy to win games.
This mechanic seems to result from two things: 1) the scale of most maps which makes getting back to a fight, in combination with the new capping system far too difficult, ie., there is no chance to ever stop the cap. In COH1 you could probably use other units on the field or mount a counterattack fast enough before an enemy unit could finish a cap, and as capping units took more damage, it made counterattacking much more feasible, and 2) the new resource system, which rewards holding territory much more than taking territory. It's nice if you can safely deny the opponent some fuel, but given the risk of actually attacking and risking a mass retreat, it's definitely not worth it.
Believe it or not, the game actually is fairly balanced, so at higher levels of play in multiplayer, where everyone has figured out that attacking defended positions is too risky, what you get is a very campy, non-fluid game because attacking is just not rewarded. This also means that the tanks roll out faster than in COH1, because they are the only units that can really safely punch through defended positions without risking too much manpower loss and the possibility of a mass retreat.
Having thought this through, I really am starting to dislike the new capping system. the old one was much fairer and made for a more fluid game, if you agree with my logic and observations.
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This map is another funny Relic joke, c'mon guys, don't you get it?
Actually, I'm having a hard time laughing too. Seriously, how did this get past playtesting?
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Jargh.
I took a month break and come back to this. I was getting decent at 1v1, I think I'm still 100-110 German, have beat Symbiosis and SageoftheSix, etc., but this is all so disappointing. I'm not playing 1v1 until there's a patch for this FHQ crap (I tend to think the assault grens should be ok, but 0 CPs is a little bit stupid). So I've been playing some random 2v2s-4v4s for fun when I have 30 minutes to spare.
And as for that, it's just godawful. Custom lobbies did allow GOOD teams to challenge other good teams in COH1. You had to wait 20 minutes for another team to show up, but at least you got a good game. Back in the day I used to play 4v4s against a small 4v4 "pro" community of 20 players or so. Was a good time. I really did enjoy getting on Vent with my team and screaming at each other (just like Hansy).
Automatch just doesn't work, period. And except for Rzhev winter, the 3v3 and 4v4 maps are just crap. Montargis needs to come back, and stat.
Unfortunately custom lobbies aren't the answer if you're looking for randoms you'd want to play with (or noobs you want to bash), because we don't have in-game win/loss stats anyway. But still it would help, as people who play a lot get to know the other "good" teams and so on...
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What Inverse said...
If you don't know any good players, play automatch till you get one...If it's a loss, see if they will rematch you, or if you win, they will probably be game for a rematch.
Have to make buds, automatch IS ok, but it's mostly a waste of time as you won't hit top players much. And we all have limited game time (well most of us).
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