hmm...why exactly? Brits have nearly the same unit compilation like OST.mostly in a same/ better version.
But brits can upgrade tehir IS into obers performance. and pgrens are only good in closecombat which is very risk in the lategame and u will bleed really since they are really expansive (unlike a IS..they are too cheap to reinforce for their perfomanche)
I also vividly remember UKF's mobile mortar meta, the oppressive rocket arty in the late game as well as the famous "buzz bear" tank that levels infantry with the snip of a finger.
Also you have been using PGrens wrong. No wonder they bleed like crazy if you ram them into Allied infantry. |
Last time I've used it was still when KV-1 was call-in.
As already aforementioned, it got replaced by SU-85, because there is no reason for 76 when you have 85 already unlocked.
And yes, it did worked flawlessly when it made sense to do it.
Last game is always saved as the temp file
No, but seriously: Don't you think that citing a meta unit from at least 1-2 years ago (if not even more) might not work anymore today?
Also to make this work you must already be winning the game, otherwise there's no way you have 50-80% more resources lying around than your opponent. |
It actually can if you have 2 of them and KV-1 spotting/tanking for them.
You'd be aware of it if you actually played the strats instead of just mashing 2 excel sheets together and drawing final conclusion from that.
Do you have a replay on that?
Would love to see how you pull that of. |
Stage 1 will not enforce build su-76, but make it more desirable as medium counter if you make upgrade. Right now you don't need su-76 to counter mediums, su-85 do it much better. T-34 give you enough field pressure, while possible su-76 will give enough AT. But it don't mean that you need SU-76 (it just give it role as dedicated anti-medium unit), you still can play through T2+t-70 and get t-34 sooner than now. But without su-85 you must rely only on zis as AT. Want premium TD, make Stage 2.
At least in such position SU-76 have role as anti-medium and SU-85 as premium TD against heavy targets, not "build to counter all armor unit". Su-76 and earlier t-34 can play together. While in current design, when T4 deploy all T3 units lost their potential immediately.
Also with new design, builded su-76 don't delay all your T4 units. You can get early t-34 and play them together. You make Stage 1 and get access to t-34. The first crucial unit of old t4 is unlocked.
You should give some ideas about the pricing, because at the moment this is completely unclear and it is not directly visible where you are going.
Will reaching stage 2 be more costly in total that currently reaching T4?
If so, it is soft enforcing to build a SU76 as tank counter.
If not, the only option is a long tech time to reach SU85, but you also screw with T34 timing. Additionally, if the SU76 is supposed to be a medium counter that should also be build in the later stages against medium spams (like the StuG), you cannot avoid reworking the SU85. By the long tech duration you could maybe "enforce" to build 1 single SU76, but after that everyone will go ZiS/SU85 again like it is now. |
I think about possible change - remove T4.
In T3 you have regular T3 units:T-70, M5, SU-76. T-34/76, katy and su-86 locked.
2 upgrades:
1 stage: unlock t-34/76
2 stage: unlock su-85 and katy
With 1 stage su-76 can get some buffs. Than you can play combo SU-76+T-34. But overall idea make arrive t-34 a bit sooner, while su-85 and katy later than now. It closer to OH design, but system more easy to balance through cost of upgrades than current T3 all units + T4 all units.
I don't know what this should achieve.
Option 1 is you generate a big pay gap between stage 1 and 2 to enforce building a SU76. This does not help for unit variety and playstyle for Soviets, while simultaneously screwing important unit timings as you already mentioned.
Or Option 2 is you do not generate a big pay gap to keep the total tech cost stable, but then it does not achieve much. Unless you introduce a long tech timer to delay the SU85, but I don't know why that should be desirable. |
Except that it is. 45mu> 10mp.
The only direct and stable conversion we have left is the stuka resupply drop thing in close air and luftwaffe supply which can give 50 fuel or 150mu for 200mp which means that 50fu=200mp or 4 fu=1mp (1mp= 1/4fu and that 150mu=200mp or 3mu = 4mp (mp= 3/4mu)
So 45mu= ABOUT 34mp. Meaning 200mp+45mu = about 234mp which is greater than 210mp feel free to dispute the math, but much like me math doesn't give 2/3 of a fuck about your opinion on the matter as facts are facts and math isn't negotiable.
Not that I disagree with your point, but maybe check that math again because you switched numbers.
45 mun is 60 MP in that conversion making the WC51 260 MP.
We can also use other (rough) conversions, such as standard mines killing 2 models maximum (~50-60 MP). This gives an approximate conversion of 1 MP being worth 0,5-0,6 mun.
The WC51 is quite a niche unit though. As already said, I don't know if anyone at a semi serious level plays this unit outside of 1v1. Like most of those super light vehicles though, they need their space and they don't get much in team games. But maybe that's a plus for balancing it if we don't have to take care of larger game modes. |
Regarding the SU76, it just came to my mind that it could get a stun shot ability similar to the StuG limited to 50 range (should be short enough however to dodge IL2 bombs). Or some turret disabling/lock etc, whatever fits best.
Although it's a bit of "mixing factions" again, the ability would at least be very unique to Soviets and reinforce it's AT role.
Swapping it for the barrage will likely be a nerf overall, but maybe the barrage could be moved to vet1. |
And how would that work without botching its performance overall?
Slightly buff scatter and increase the moving penalty to scatter, would at least nerf the retreat wipes. Not that hard to come up with something like that. |
I think this is a good discussion to have.
However I feel the next patch should clean up the dirt that has piled up over the patches: Some normalization, fixing text strings, adding missing ones. So much of the game's text and information to the player is misleading at the moment and will confuse new players since it is the only thing that they can cling on to.
I assume CoH2 loses quite some potential players to these problems which makes the game worse overall.
As far as actual gameplay content goes:
I don't know about the state of CoH2 from Relic's or the balance team's side, but 5 patches is a VERY long way to go. By the rate we got them so far, about 1,5 years if not even more. Plus I think doing one faction at a time is the wrong way to go, since it assumes there were no inter-dependency between the factions. |
Snow often causes problems.
Turn down graphics is the only thing I can recommend, maybe move it to HDD, invest in additional RAM (although no idea what your real bottleneck is, 8GB were completely fine for me, so it's probably not the RAM), otherwise no clue.
I still remember that my previous PC was so bad that I was literally trailing behind in the match. And that delay build up over time. I had to ask my buddies at which time stamp they were, zoom to the border of the map so that the game has less to display and can catch up before I could continue playing... |