I think the complaint is better understood as someone above indicated, in terms of opportunity costs. I don't usually have a trouble eventually blowing up the OKW trucks. Sometimes I'm successful at blowing up multiple trucks (B4 precision shot helps). However, just blowing up a truck usually isn't enough, especially when investing the time, resources, and attention into blowing it up means you aren't doing other things.
That said, I still think the main problem with the Flak HQ is the penetration value. |
I pick Partisan! and I have nothing of the mentioned above.
Partisans have their uses in team games but IMO there's only a few commanders worth taking 1v1/2v2, and Partisans are not good enough. That said, it's not like the Soviet stock units are terrible; cons can snipe grens even at range, Maxims are extremely cost-effective, the stock T34 isn't a bad tank by any means, and personally I think the T70 is the best light vehicle in the game. |
Katitof, calm down. I think most neutral observers can agree that
1) Soviet stock units are not super great (except for the T70, which is a model murdering machine) compared to the call-ins, which is a problem, but also that
2) The Soviets currently have the best army by a long shot, since there are no gaps on the roster. Soviets have 30 muni mines, core infantry that scales at least to midgame, elite infantry that can wipe Obers at melee range, both of the best indirect fire units in the game (stationary and team-manned), pound-for-pound the best medium tank in the game, the second best heavy tank in the game after the KT, and a reasonably effective AT gun with a powerful barrage ability. Obviously you can't have all of those things at the same time, but that's kind of beside the point, which is that the Soviets have an answer for absolutely everything that can be thrown at them, and several things (like the 120mm mortar, or T34/85 spam) that the Axis factions have no direct answer to. I mean the only weaknesses I would really attribute to the Soviets are the length of the molotov throwing animation, and the lack of damage-dealing handheld AT, though for what they do the stock AT nades aren't bad. Compare that to the OKW medium tank situation, or the USF heavy tank/elite infantry situation, or everything about Ostheer.
Getting back OT, the Schwerer flak cannon needs a moderate penetration nerf and then a slight nerf to either DPS or suppression. That's all, I should think. |
The only problem I have with the flak truck is its penetration. DPS and suppression are more or less fine. But it shouldn't be able to kill a T-34 or a Sherman from the front without at least some kind of help. |
I only find kubels an issue on 1v1 Semoskiy, because they can get to your cutoff before you can and the bridge is so narrow. Otherwise I'm generally pretty happy to see the kubel (especially in 2v2) because it only means resources down the drain for OKW.
As for the issue about molotovs, it depends. I generally only go for them if the Axis player likes camping in buildings, and/or if I'm in a good spot toward midgame and have some armor out. |
Rifles aren't even worth 280 mp atm since 235 mp folks outperform them at medium range with no extraneous factors.
"Citation needed" |
There's absolutely nothing wrong with grens, and they scale just fine.
When was the last time you played 1v1 as Ost vs USF?
ETA: Just to be clear, I think Ost is currently broken, especially vs. USF, but I don't think adding a fifth model would fix the underlying issues, and would probably exacerbate other issues or create new ones. Nerf Obers, make the OKW schreck the same as the Ostheer schreck, nerf rifles' DPS at range, increase suppression (or burst length--I like that idea a lot) on the HMG42, buff health/armor on the 222, reduce teching costs for Ostheer, and I think you're in a pretty good spot as long as squad AI behaves better. |
I found ostheer ok vs soviets, pretty shitty vs USF however making Grenadiers better will just promote gren spam and doesn't address the issue of ostheer having pretty expensive tech and quite a lot of underwhelming units.
I agree. Reduce rifles' DPS at range, make obers purchase their LMG (and nerf its DPS too) to compensate, and grens will be in a fairly decent spot. The bigger problems for OKH are (in rough order) teching costs, HP on the 222, and the anemic suppression of the popcornsprayer 42.
Squad AI could use some tweaks to prevent bunching but that's something of a separate issue. |
This was a heartbreaking loss. I had the OKW player cornered, multiple times, but I made a few mistakes, primarily (I think) not flanking with my KV-1s, or committing to an all-out assault when I was floating enough manpower and fuel to quickly replace any losses. |
There's a lot of stuff here I agree with, including most importantly the big picture: the problem isn't with the numbers, the problem is with the design.
However Relic has basically never altered any of their design tenets in COH2, with the half-exception of 4-man Axis weapons squads. Pretty much everything else has been fiddling with DPS/AOE/etc. So my suggestion is not to waste your time thinking about ways to improve the design because it ain't gonna happen; and if it were, I would choose other things first (like no fuel from strategic sectors and popcap linked to map control). |