If we would wanna change and nerf things that are "unfun" and an "issue" for totally casual players... then the list of things that need to be changed would become endless.
I have 6000 hours in CoH2 and I have never EVER had someone successfully pulling off close the pocket against me. And at least 20 people if not more tried it already
Create a new account, be teamed with rank 6000 players for your first 10 matches, then eventually you will probably experience it. I've had it happen to me a couple times playing randoms. What is really annoying about it is that some people still don't recognize it or what it does, and don't try to stop it.
Other than that ability, the commander is really weak. I don't think it should be changed.
Vanilla Cons are definitely fine, SVT upgrades probably come slightly too early and 7-man is probably still slightly too strong but the issue is Cons are awful against infantry with upgrades which is why they rely so hard on the T-70 to carry the mid-game. 7-man could probably come earlier if it was toned down a bit to compensate.
Mobilize reserves were already nerfed.
(from patch notes)
Mobilize Reserve reinforce reduction from 3 to 2; changes reinforce cost from 17 to 18
Reload cover bonus from the Mobilize Reserves has been removed.
The nerfed mobilize reserves should be free at T3 and a paid upgrade with T1 or T2.
Also, the grenade side tech costs make cons too expensive, especially if you only get a couple of them. Soviets don't get free officers like USF or free side tech like Ost and OKW. It seems like their grenade unlocks should either be much cheaper or free.
Ost has become really good in the late days because of the newly popular German Infantry Doc., especially because of the 5th mean Gren upgrade.
Most Ost players are forced to choose that commander to be in pair with the other factions, but if you choose not to go with it the faction is not that good and is a bit UP.
So the question is. Should the 5th men gren squad be a stock upgrade? Please elaborate your answer
Probably not, just because it would be a lot of work to rebalance. They were already given a damage multiplier of 0.8 at vet 3, giving them the effective hit points of a 5 man squad already. The veteran sergeant makes them really tough, adding a lmg on top of a 5th man and a damage multiplier would be over the top. You're also giving each Ost commander a 6th ability.
Stated another way, people are playing that commander because they think it is OP. Now you want to expand that to every Ost commander.
As of this moment, there are only 1449 people ranking with UKF. Ladders with less than 4K people means that they have ranks not represented on them. Would there be no ladder decay/removal most people would drop ranking places as there hidden ELO/MMR is not high enough to sustain those places.
In the case of UKF, ranks 15, 14 and 13 are non existant.
Compare it to OH with 3122 or SU with 2666. To fill the numbers, OKW at 2536 and USF at an historical low of 1746.
Biggest ladder atm is 2v2 AT. It has 7203/6942 teams.
UKF still isn't any more fun to play with than it is to play against. Both it and USF get boring really quickly due to lack of viable build diversity. It isn't surprising that it is the smallest ladder.
Back to the original topic, the ISU really seams okay. There is only some maps where they are viable due to the lack of a turret and the slow rotation. The only thing interesting about this thread is that the same people who insist the JP4 is garbage due to the lack of a turret are the same people calling for ridiculous nerfs to the ISU.
Lastly, the calls to turn the Panther into a 50 range sniper is probably the worst balance suggestion on this forum in the last year.
I wouldn't recommend sniper in late game, specially against someone who is struggling with Obers in the first place.
It's far easier to counter soviet snipers with a Volks in the front and an Ober behind pushing than viceversa.
Katyusha > T70/Tanks > Grenades/mortar indirect fire > Shocks.
This. Please....I've lost countless 2v2's where my soviet teammate was struggling with infantry and thought a sniper would be a good idea, also quite a few where they went sniper right away. I had one last night where my teammate got a sniper as his second or third unit and then couldn't keep anything beyond the first point outside our base. His sniper died at about the 9 minute mark, and had just 2 or 3 kills
CoH is one of the very VERY few RTS s which dont consist of only APMing better, but als rewards good preparation, ideas, reading the game and thinking.
and don't get me started with CoH1. that game only consisted of who could blob snipers better
This! This all day long.
90% of ppl think it's OP. (unless we count the fanboys)
So I wouldnt say ppl think it's fine. Only problem is one (or two idk) balance team members vetoed a nerf in the last balance patch.
10% of the time, I get just one LEIG and think its okay to mediocre. 90% of the time, I get 2 and wipe stuff. Its accuracy is way too good and its damage is mediocre so it is about as opposite from the pack howie as another type of indirect fire can get. I'd be okay with a little nerf to both of them.
That said, I'm not sure the pack howie is really "out of control." Seems like both axis factions have pretty good counters to it. In 3v3 or 4v4, I often see those abandoned where the owner gives up on recrewing them.
So you want it to be a double click so you can choose the direction it comes from yes?
Also it'd be nice if the major didn't have to stand still for 10 seconds while it gets called in. Obnoxious tbh.
It would also be nice if it worked consistently on all maps. Usually, you can draw a line from the base to where the recon is called in, and the plane will follow that route. On some maps, it doesn't work and the point is on the side, which makes targeting difficult.
Thread: Comet13 Jun 2020, 20:19 PM
Comet people. Relate the churchill to the comet if you must. None of this 20 post rants about churchill UP in comet thread.
But the Comet is a boring topic right now. It seems mostly okay. It may be slightly UP (or slightly too expensive for it's performance) but it isn't so bad that I'd start a thread about it.
fun fact the recon pass comes from the base and sweeps to the point you activate the ability of the major and then continues across the map. So you can basically construct a line in your head from the base to the point you click to the area you want recon off. This can be done from the FRP without moving the major
On most maps you can basically cover somewhat over 80% with it
I think the OP plays 4v4, where the recon pass is most useful in providing sight for someone's call-in to counter on-map arty. In that case, you do have to stop the FRP, walk to a good aiming point, use the ability, then walk back. There isn't any other solution besides playing Tactical Support.
In general, it doesn't seem like the USF's vision options are much worse than any other faction. It'd be better if the M20 were more viable or if pathfinders were in more commanders.