This would be much easier in COH1. The problem with this here is that strat points give you fuel. So now, you pretty much have to take the whole map before this happens.
But I agree, Russian infantry is pretty strong 
I believe strat points shouldn't give you fuel (you should only get it from OP's or dedicated points) but thats another topic.
Regardless of the resource flow, if you deny the enemy the High Fuel points in the map, you will have a fuel advatange which should allow you to outtech any german player, easily (as long as you deny him that fuel, constantly).
Sure, he'll be able to get that panther, eventually, if the game carries on long enough, but you'll outumber his panther with your AT vehicles.
Today I played a 2v2 game where my ally's elephant got destroyed by Guard spam. Granted, it took a while at the rear amor, but hey they pulled it off (we won anyways). |
Perhaps, maybe, ram is such an easily available ability, from a very inexpensive unit, that it is just better to use it than actually perform combined arms with the Soviets.
Yes, the Axis have an advantage in the armored play (they have better tanks, period.) but so far, the Soviets have a much, much stronger early game if the soviet knows what he is doing. Add hit the dirt, and you have superior infantry, all around (Rifle grenades work wonders, but I've seen a blob hit the dirt and withstand an off map artillery barrage from jaeger infantry).
You have the tools, as a soviet, to decide early on which part you want to deny the Axis player. Deny him the fuel. |
I really loved those Nokia ads back when they were released in 2008. They were really well made
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The only reaosn why I mentioned removing the cpa ability was because I haven't seen many untis with 2 vet abilities, so if I was suggesting ram as a vet ability, then something had to be done (its still a stupid ability imho though).
The Ram mechanic could work, but like it has been stated over and over again, it is too damn cost effective. There is literally very little reason not to ram an enemy tank, right now.
The argument that keeps popping up is: "if you nerf Ram, then the russians have no AT!!!" Buff the other AT options. Buff the other AT options, buff the other AT options. Like in the original CoH, you are not supposed to go toe-to-toe with Axis armor.
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The good news: RTS games are not that demanding (if properly optimized).
Both cards will give you excellent performance for pretty much any game. But since you are considering a high end tech product, you should have several things in mind:
-What resolution(s) will you be running? Multiple monitor setup? This tends to be the most important factor in rendering speed (fps). If you are running at 1920x1080, both cards should give you no problems at all (they should run the latest high quality FPS games at very good speeds, on that resolution)
-Are you a fan of Anti-Aliasing(AA)? Besides resolution, it is the single most expensive feature to render. I personally RARELY use AA, but many people feel it looks like crap if they get alaising in games. Even FXAA (the faster one) hits your fps considerably. The better the card, the better it'll handle AA at high resolutions, especially when theres a lot of stuff going on-screen.
If you are NOT running multiple monitors, or higher than 1080 res, and you could care less about AA, I'd go with the less expensive card (unless you play other, more taxing games, like Crysis kind of stuff).
TBH, the real advantage of getting the "best" card in the market, is simply to spend less time upgrading. You don't need the biggest beasts to run at high quality settings (especially for RTS).
SLI is also deceptive: It gives you a lot of advantages, but not everyone has a multiple GPU setup ($$$), so support in games is not always optimal. |
Its very weird: The art style of the game is darker and duller, but everything outside of the actual game (the interface), is absolutely teletubby styled.
-The cover icons are super colorful and shaded.
-The flashing is excessively strong.
-The cursor change to vault over cover is animated, and frankly, it takes long to notice if you are going to vault. The first problem I had, when starting, was that I constantly misclicked vaults instead of setting them in cover.
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If realistic is the argument, then germans wouldn't just be 3 men either...besides, you can find a picture of anything...6 man germanz, 3 man soviets, whatever, unit sizes fluctuated with losses, doctrine, and structure changes throughout the war.


Those are totally not the same MVGame
In the first picture, you have a crew of three, the rest are ostruppen.
In the second picture, you have the fresh mortar crew (helmets), an officer (binoculars), and the remaining combat engineer from the squad that crewed the mortar.
Authenticity stands! |
What i dont understnad is why no one is coming up with tactics against it
We don't have a large playerbase yet. Open Beta should provide enough of a competitive environment for stuff like this to happen.
The tactis you guys have explained work, and are all true, but this assumes ample fighting space. In a map like Kohlovny(sp?) middle munition point, which the place where tank battles tend to take place, it is VERY hard to dodge a T-34 ram, because it is very tight and there are multiple approach paths. There just isn't enough time to put stuff in the way or faust it sometimes, especially during Blizzards.
A question: what happens if you run infantry in front of a ramming tank? |
As it is now, from my perspective, Soviet AT would collapse if Ram was doctrinal or a vet ability.
I instead suggest an economic approach, by making Ram cost 30 or so munitions.
Its another option, but like I mentioned in another thread, if the soviets depend on only one AT solution, then that's a design problem with the faction. They already have Super Stickies, Guard Rifles, an AT Gun and even a Field Gun. I think they should look into strengthening those, rather than depending on Ram alone.
The vet idea assumes the other AT solutions are viable themselves, but that can be discussed in another thread. |
That was an interesting replay.
We get to see the power of the t-34 ram and just how much damage an ostwind can do to a t-34 (O.o).
It was an interesting tug of war that also show how upkeep allows for mistakes. Eagleheart took most of the map early on, but had some losses that, had this been vCoH, would have been crippling.
That was also a VERY interesting ending! Thanks for sharing. |