The B4 is in a shockingly OP state .. I am shocked that this change actually made it into release.
I know this will sound like salt from a axis player but i will say my piece anyway.
So here goes.
1 - why does base UKF infantary have so many abilities
- they can heal(even with the 45 cost now it's just too good for the cost considering they heal in a area with just a click and the Ostheer heal is only one squad at a time and has a ''cast'' time and costs 10 each time);
-can throw a barrage (sure at cost but it is a good barrage);
-can get 2 lmgs (while i do not know the exact stats, they sure do kill my 1 lmg granadier faster);
-can bolster to 5 man(ostheer can too , but only with a command lock);
-recieve cover damage bonus(i mean why?again don't know exact stats but i think their base damge is higher already than most other squads);
2- emplacements are a pain to deal with without fire commanders like fuerstorm or with 251 mortar halftack(again this is not 2x2 where a good push can take out a position) because the brit can just brace for stukas and can outrigth kill mortar teams or at guns that are targeting it while their/or their allies troops keep pressuring you and with a 250 initial cost they come even faster not to mention they somehow have a heavy barrage now;
3-By the time a axis player gets to the fuel point, most the times the brit player is already(with the point taken or being taken) there with lmg and a universal carrier even with the 5 fuel cost it has now.And you may ask what is op about that? the brit LMG keeps your troops away, the universal carrier keeps your LMG back unless the brit misplays and takes a faust or stays in front of it. So you are just forced to give early fuel advantage to the brit most of the time
4- everybody talks about the emplacement commander being op but that is easy to deal with, the real cancer is the royal artillery one for the following reasons
-The flares migth as well be a maphack(it shows the entire frontline for only 60 ammo) very hard to deal with if the brit player has any competent allies to also make use of the vision
-the barrage is just click to remove a team weapon from a position for 100 ammo which frees all you IFs to carry heals since you don't exatly need the other upgrade now
-the valentine was nerfed thank god, so i wont mention it
-the sexton is ok, but combined with the flares it can punish hard any team weapons and foward bases.
-the perimeter overwatch is in a good place now that the duration was reduced, but again one of those click and forget abilities.
5- UKF tanks too have too many abilities, the biggest agressor of this is the Comet
-has white phosphorus
-has crew grenade
while it's counterpart the panther only has blitz at vet 1 and a smoke with a command pick and can only kill tanks reliably and is easily counterable with any of the allies anti-tank tanks(fireflys and the like) due to inferior range
So what i feel like playing as Ostheer in 4x4 is that i need to pick a commander just to counter a single aspect of the brit faction, like maybe i pick infantary commander so my granadiers can at least compete with bolstered IFs, or maybe i pick mortar half track so i can burn the emplacements,or maybe i get a howitzer, but if i pick any of those i can't pick the elefant which is a must in 4x4 against massed fireflys and the like. while the brit can do all that even with no commander.It just feels very hard to play against brits while i don't get the same feeling against the other 2 allies.
So that is my rant, thank you to anyone who read all that and please share what you think about my points and what could be done to balance things out( i would say it is not just a matter of nerfing the UKF but giving a buff to ostheer).
Unfortunately this is a recurring theme among the poor design . Brits were frankly laughably OP on release . How it could of been released like that really makes me think there was something dodgy going on, It was clear as day. After multiple patches things have gotten better but the stupid philosophy of giving Brits every ability under the sun and being good at everything with virtually no drawbacks (the comet is a textbook example of this) while it's axis counterparts have 1 or 2 abilities along with major weaknesses still continue to this day.
I think every unit needs to be examined properly , there is no need for British infantry to have a silly amount of healing options as well as a cheap muni cost for on the go healing with no support. There is no need for the comet to be able to throw grenades, AND have white phosphorus AND have smoke AND have warspeed AND have excellent Ai AND it can also 1vs1 a Panther and still win at times. It should have access to 1 or 2 abilities not 4 or 5 . Give the units a weakness..
Even with the recent patch the trend continues .. It is completely unnecessary to be able to build bofors AND the AC . Hammer and Anvil should be completely separate choices ..
Maxim dominates because of it's huge squad sizes it needs the reinforcement cost. If you are losing 6 men without retreating before a 4 man squad then that is your own fault. This is a l2p issue nothing more.
What Grenadiers need is the abilty to build sandbags on their own like pretty much every other infantry unit. It makes a lot of sense because of how weak they are in comparison to other factions infantry.
It has always baffled me why a unit with such poor durability can not have the basic function of being able to build something to protect them more especially when much larger squads get too.
I was referring to the Brummbar, I just did not specify.
Hard to tell if the Bulldozer really overperforms because I never see it in the game, which might be due to the doctrine though (and the fact that I did not have an awful lot of time for playing recently).
Bulldozer is super strong and with a turret , I would certainly take it over the Brummbar if I had the choice.
Bad artisan will always blame the tools, regardless how perfect they are.
The only thing to be shocked about here is the fact that someone can actually fail at using brummbar with its gun stats.
Had allies had a unit like that as stock, there would be no end to you posting about removing it from the game completely.
The Brummbar is far from a perfect unit... if you want a perfect unit I suggest you look at the SU152 and the Comet. You know units with NO weaknesses.
Now back to the Brummbar , the Ostwind is a far better choice 90% of the time and it's cheaper. The Brummbar is far to micro intensive to able to utilize the gun properly along with it's pitiful range and slow rate of fire. It's auto fire is an absolute mess.
You can scream bad artisan as much as you like but facts are facts and let's not also forget your laughable play time in CoH 2
What of the Stug E ? How does everyone find this unit ? I vote it as the worst unit in the game right now.
The Brummbär is meant to be survivable because of the lack of turret. If you have a skilled opponent, it is very hard to kill it, unless you manage to set up a trap. Less skilled ones will often run it into too many AT units.
Overall I think it is in an okay spot right now. Previously it had 240 armor and was deemed too weak in survivability. I think balance team is going for a middle ground here. The only thing I find obnoxious is that it is really hard to snare, simply because running at it is damn dangerous.
Bouncing three shots in a row is quite rare as Vipper said. I am not sure though if this is the correct metric. It's quite fair to assume that you have at least 2 AT units on the field that can fire twice on the approach. I think the better question is 'how likely is it for these 4 shots to pen at least twice'. At this point the Brummbar usually retreats.
So chances to pen X times out of four shots in live/preview is:
0-1 (accumulated): 6,2%/4,5%
3-4 (acc): 70,5%/75,5%
Now this attack will happen multiple times in a game (let's say 4 for the sake of it).
Beating all of them back has a chance of 77%/83% if your opponent retreats after two pens and 25%/32% if he retreats after three pens.
Additionally, all this neglects misses, so to make it short: I think you have a decent chance of encountering this somewhat regularly in the game. But on the other hand, the Brummbar cannot overextend too far because of a lacking turret.
I'd say let's see what the patch brings.
It's so cumbersome and clunky though and it's accuracy , range and tracking are piss poor. I for what am shocked they have reduced armor. The Brumbbar is underperforming right now along with the Stug E which hasn't been touched at all despite being the worst unit in the game.
We need to look at the faction each td is in. The t34 being the weakest out of all the mediums justyfies the su85 being so good with is balanced spotting ability. Same as the mg42 being so good cuz grens arent on par with other mainline in effectiveness.
The su85 focused sight is well balanced, it has a cooldown a speed penalty and looses its 360 vision but wich is counteracted by any unit nearby ofcource.
The su85 also has only 1 role and that is fight armour, both panthers and even the stug no matter how effective can fight infantry, panthers can slug it out with any heavy allies have.
And if the su85 should loose the spotting wich imo it shoudnt. What does it get in return? More flares? Twp like ability? Switchable rounds? Or 260 armour?
It shouldn't be replaced with anything to do with vision that's for sure!. The whole TD self spotting at stock meta really should go . If you were to give it something else than that would just cause problems again. The SU85 gun is amazing and it has range what more could you want ? having self spotting is just over the top.
Having it's sight narrowed really does nothing because any unit nearby will provide 360 vision. I honestly think to really improve coh there should be less of 1 unit that does everything and anything.. and more focus on unit teamwork and combined arms to win the day.
Spotting scopes is a doctrine choice and should be allowed. Allow me to rephrase my previous post statement..
No TD at STOCK should be able to self spot for itself... if you want to spam TD's then you should at least have a spotter for them. This would also help solve the problem the panther tank is also having now as it will have more opportunities to actually flank and punish TD's that push to far forward.
a pak wall + panther? yeah...
but 1 pak 40 alone can push off the SU-85 already... thats much cheaper than an SU-85
No tank destroyer should be able to self spot though, its just bad design . It would go a long way in balancing the TD meta .