A+Moved a blob into a Vet 5 Kubel backed by Volksgrenadiers and Obersoldaten. I have no sympathy and am glad he got his ass handed to him. Blobbing already lets you get away with waaaay more than it should. If anything, him winning would show that the Kubel at it's apex can't even effectively deal with blobbing, similarly to other MG's.
Is blobbing going out from your HQ sector? the Kubel has better range of sigh, there is no way for the USF player to know where the kubel is before being pinned. |
Hi guys,
I need your help here. From memory before the last patch, a sherman was able to take down the SP Headquarter on a 1vs1 if it was facing it with his front armor. I have the memory of the SPH not being able to pierce that much of time the front armor.
Am'I right?
Cause in my last game, i was unable to take it down and it almost destroyed every single my shermans. I was in a situation like:
2 Shermans in front vs SP HQ + Raken (but one was flanking actually, so the raken could only fire on the 1st one), I managed to take the raken with that sherman but I had to retreat both of my unit since the SP was riping of the second one like knife in butter and I had to left it with 25% of his life.
At the end I lost the game because of that structure. Impossible to destroy it with what I had on the field...
I'm bit lost, is there any change about it mentioned in the patch-note or maybe I was dreaming until now...
If I was effectively dreaming, how are we suppose to kill it with only tiers units? |
What I understand from that topic is that USF faction is far more difficult to take in hand. Nothing new from the heaven.
But I have to admit that Relic made it easier than for CoH, thanks to smoke gren.
Now the main issue is the addition of design for USF
1- You have to lead the game, take decision to win early game which is not easy when you are a noob. This is not properly a design issue but put a lot of pressure as USF player since you cannot do like other factions, defend and counter attack.
2- You have to win early game, 15 minutes, or it's over. Even more when you are a noob.
3- So this means, you have to understand quickly some concepts like flanking when, while playing as Axis or Soviet there is always the option to wait, defend, and counter attack when you have your elite infantry.
4- Your early unit pool is the poorest from all factions, rifles, rifles rifles, if only RE were not that useless.
-5 Playing USF is less forgiving since if you lose a rifle squad, you have to build a new one from scratch, when with all other factions, you can replace it with a elite infantry squad - unless you choose Paratroop doctrine.
-6 Playing Soviet or Axis help you little since those factions does not have this imperative to understand that simple concept of flanking at noob - low level. |
But blobs should be punished. That's the heart and soul of the CoH franchise. Why do you like the idea of crippling its suppression? So you can blob? I've seen you complain about axis blobbing, why should it be ok for allies to blob? C'mon man...
US rifles beat volks at every range. Remember the US roflstomp early game last patch?
Bazooka upgrade is a good counter and not expensive. Axis have to sacrifice anti-inf power to get anti-tank because of allid vehicles. I think it's fair that allies can be forced to too.
plus 1 million.
Bazookas delay your T2 or T3 and a not reliable, it would be good if only it doesn't cost fuel to unblock them. And since it is now really easy for OWK to deny fuel, just send it to the USF fuel point and it's done for a good time.
The Gameplay and design issue here is USF shouldn't be the faction buying counters to be preserved from aggressive units in the first 5 minutes - otherwise, do not call it the Early domination faction anymore and give them good damn late game heavy tanks
|
Relic design as usual, They thought the unit was overpowered and they decided to remove it from the playing items - but as they can do that properly - they just change requirement for unrealistic ones.
The jeep now comes out at the same time with the lieutenant, from a T0 unit, Relic change it as T2 one, but without buffs or cost reduction to balance the delay.
Just forget Mech doctrine, play Ass Engineer until they nerf them to CP1 as well and make them useless. |
Relic made the Kubel scaling very well with Sturmpio. Be prepared for a new bunch of 2 sturm + kubel start on many maps vs USF.
Kubel: More suppression + longer range
+
sturmpio: More survivability + less dps
So both units gain more survivability and can deal more dps during that time, thanks relic for not being that stupid and adding a minor nerf to sturmpio dps. As sturmpio repair Kubel and now your going to lose models slower, its increases that combo potential.
I faced it twice and it's an nightmare to counter only with rifles for the 5 first minutes. It gives a really good advantage to OKW with a good map control and I'm not anymore sure that USF is that super early game faction.
Counters now cost
zook = Fuel + ammo
1CP if you go mech which take forever as USF
get lucky
The problem is that it is not a doctrinal combo and OKW can simply push you and when you overcome it, he already has in place a defensive structure: MG32 or flak-truck.
|
And you wonder why nobody takes you seriously with comments like this.
It's honestly unfair to compare Valve to Relic, though. Valve is an private, independent developer, while Relic is owned by a publicly-traded company. Valve owns their distribution platform and can push updates out on a whim, while Relic is essentially working on a third-party platform. I agree that Valve's iterative approach to releases is superior to Relic's shotgun blast approach, but I'd imagine much of that is out of their immediate control.
It is, yes.
But if Relic communicate with his Beta tester pool, the company still have problem to communicate with the community in general. I'm glad to see they have a blog when all the last updates in it are crappy information.
Let's make things clear, the game is far more complex than Starcraft2 or other usual RTS games but the communication level his too high level and sometime too superficial. From time to time we have a detailed and technical answer to a question and everyone is happy but those moment are too rare.
The company image suffer a lot from that, because there is a clear lack of detailed closed answers to basic questions. Maybe they want to keep every doors open, but maybe it just confusing everyone.
My last personal comment: look at the official forum, WFA is release since 2 months now and still the forum isn't updated with proper sections dedicated to USF ans OKW. |
oups, wrong edition... |
The main issue is that each of us has his definition of blobbing.
Independently from numbers of squads in the same area, we face other issues like squad function in the group.
Let's take a 3 squads example, it can works with 4 squads as well:
Is it blobbing to have a engineer minesweeper with 2 volks/penals/rifles/whatever going forward?
Is it blobbing to have a dedicated AI long range squad close to a AI short range squad and close to a AT squad?
Why would they suffer penalties? Only because they are close to each other?
In the same idea, you may have regrouped them around your truck to heal them, and you're now under attack. Would you agree to suffer penalties for that?
What we call blobbing is attacking, most likely with a A-move in a direction. But there are many others situation where you aren't blobbing but keep your squads close to each other.
This brings me to say that blobbing isn't the issue in fact. Blobbing in the early game isn't an issue because counters exist: MG/HMG/AI trucks, they all rip of blobs.
The problem comes when the blob squads gain extra weapons and vet. The blob becomes at this time too much effective and an MG/HMG cannot handle it anymore alone.
Additional blob extra weapons + vet is superior than MG/HMG vet. Trucks are quite ok but when comes the late game are too vulnerable to ATguns,med tanks and heavy tanks.
What I propose is to found a way to better buff MG/HMG in the late game so it can continue to counter blobs.
I think their DPS with vet is enough, increasing it would brings some negative side effects.
As ideas to improve those counters, going with veterancy:
- better resistance to grenade
- faster deployment rate
- larger sigh of vision or larger cone of fire (depending of the MG model)
- Vet3 HMG/MG able to use grenade to defend themselve, can only be launch in the cone of fire.
Other ideas? |
vCoh was an experiment and you can truly expect more than an experiment when its sequel comes out.
They had the design, they had the gameplay and they added weirdos stuff like deep snow and blizzard... which completely breaks the essence of the game. Adding it in the campaign is nice, not the multi-player modes. From now the two only good improvements I can see so far is the true sign and being able to pass over walls and edges with your squads.
I mean, what I like in COH2 is what remains from vcoh and the little they did to improve that experience, all the rest that comes from other design ideas seems just... not bad, just non-adapted to the game, like how they change the upkeep/popcap concept and how game after game I can see the limit of it.
Still I like that game, but still there is something wrong in it.
About vCOH and COH2 support comparison, it's difficult to do, 8 years ago, it wasn't possible to bring 50-100mo patchs on the net every months. And vCOH was a new concept, I can understand it takes time to develop en ensure changes will not breach the essence of the game. But 8 years later when so much has already been changed... |