General Information
Register Time: 20 Jan 2014, 06:00 AM
Last Visit Time: 30 Apr 2025, 19:59 PM
Broadcast: https://www.twitch.tv/gbpirate
Youtube: https://www.youtube.com/channel/UCON2ubiyRfjP0HY9AGAuXIw
Steam: 76561198035726839
Residence: Canada
Nationality: United States
Timezone: America/Toronto
Game Name: GBPirate
We need more ESL to weeklies to figure out the USF/UKF win rates and balance
But it's interesting how Soviets seem to be the strongest faction. I think it's due to them having a relatively balanced early mid and late game in terms of potential aggressive tactics. Might mean that USF/UKF should have been designed differently/should be redesigned. The alternative is to adjust unit stats all around but that's difficult with five factions.
Of course, it's silly to draw overarching balance discussions based on this data for all factions, hence the necessity for more ESL cups. )))))))))
I ended up winning after 48 minutes and I never felt in trouble, but I remember looking at the length of the match at 35 minutes and just thought, "how am I not done yet?"
I feel like my early game was a bit clunky, although I'm trying to play a more aggressive ostheer rather than sitting back and holding a corner of the map waiting to get shit on by AECs or Cromwells.
I think the major errors that prolonged the game started when I pushed into my opponent's base with my infantry. There wasn't much of a point to it other than harassing him. After that, I lost my sniper due to overconfidence. My first push on the bofors nearly ended in disaster for my Stug and all of my grenadiers were killed by the Bofors.
I maintained map control throughout most of the game but I had trouble dealing with his Bofors at mid. I feel like I wasn't committing enough at any one point to destroy it and felt disheartened when all 3 of my grens were killed in my first attempt
I could've harassed more on the left side, I think, but after I lost my Stug I didn't want to overly commit to the left considering how effective the crocodile would be against a PaK and some grens.
In short, I outplayed my opponent, but made some mistakes that made the game a lot longer than it should have been. How could my early game be better? Is there a strict capping order that I should follow?
This felt like it was, overall, a one-sided game despite its length. That being said, How can I close out the game earlier? My capping order and somewhat aggressive play in the beginning led to a real long early game for both players but it prevented me from securing resources. How can I make it better?
I see some shit suggestions here.
Some "ostheer needs tech cost for grenades"
-that's the cost of T2 tech in the HQ.
I for one don't appreciate the suggestion that Ostheer is just weaker in the early game and that's the way they should be. It's rather shitty to have to stare at my screen for the first fifteen minutes clenching my butthole so I don't shit myself and microing at 200 apm just to stay alive against an aggressive USF or Soviet opponent. Sure, I can do it, but I don't want to die of a heart attack at my young age.
Katitof(Dullahan?) said that Ostheer relies on their support weapons to win. While that may be true for strats that Hans uses where he gets 3 PaK guns, 2 Stug Es and waits for a tiger, it isn't always the case. If Ostheer "relied" on their support weapons you'd see no more than two grens followed by 2-3 MG42s, a couple of mortars, and four PaK guns. Like all factions and strategies (except noobs who spam MGs in 300popcap games with no VPs), support weapons are there for support. Your MG42 supports your grenadiers. Your grenadiers don't support the MG42.
Are Grenadiers worth their 30mp reinforcement cost? With four men they are. The problem against hyper aggressive USF play is that, often times, you don't have munitions to spend on LMG42s. You've got to put down a teller mine, get a med bunker up, and have enough muni in the bank for a faust or two. You've got to keep a grenadier close to your sniper so the M20 or T70 doesn't chase it down and kill it. The Grenadier - conscript matchup is balanced. The issue against Riflemen is that grenadiers always lose in equal cover/health situations above a range of 24m.
The short answer is that the 30mp cost is fine, it's just difficult to justify their performance w/out LMG42s. Adding a 5th man at T3 or T4 won't really help the struggle in the early/mid game; that's a wider issue based on faction design and the abilities of the allied factions.
It think it has more implications for map design than anything. The 'cap zone' mechanic really eliminates much of the reason territory points exist in the first place. In vCoH infantry had to actively 'use' the point to capture it. It was a physical object with which entities interacted, which necessitated the visualization.
But that's not how CoH2 works. If territory points completely disappeared and were invisible, and caches could be freely built (only inside cap zone, limit one per) and you'd have a result that is more in line with how CoH2 works.
It would be cool to see the return of actively capturing the territory point object. It should infer the similar penalties to building or repairing, while perhaps speed up the capture rate, or even override enemy units stalling capture.
It'd open up a whole new and dynamic world of gameplay AND map design.
But that said, I'd rather see more diversity in territory points. I miss real cutoff/strategy points and variable resources.
There were ups and downs. Having standard points helped w/ manpower income and variable popcap. I prefer the current system with a capture area. I think it adds a certain degree of authenticity because there wouldn't really be a bunch of flagpoles that make fuel and munitions appear in your territory at a constant rate that you can then us for things
I like how there's fighting over capture points. In vCoh you would have to sacrifice a squad to decap a point, like a VP if it's real close. The current mechanic allows for prolonged engagements that can often seesaw in one direction or the other.
Certain units could be buffed
Resource income should be reduced in 3v3/4v4s from each point.
USF should have some way to access MG/AT gun after getting tech. Maybe even small fuel side tech for .50 cal in captain, slightly more expensive side tech (in terms of fuel) for AT gun in LT tech.
Soviets need to have T34/76 available sometime before T4. Like...side tech in T3?
I like (Inverse's...Budwise's?) dissatisfaction with no side tech. Could be great with a P3 in Wehrmacht's T2 but we know that would never happen. Could be possible with T34/76 in T3.
There aren't any real glaring balance issues. Satchel charge/nades should do damage to houses (can't they just give damage to buildings a .1 or .05 modifier to have it due SOMETHING?????).
/endrant
Use conscripts to place sandbags for your maxims. You will now no longer die to rifle grenades.
According to Tightrope's video on cover, the half damage only applies to units on the opposite side of the cover. If your squad flanks the cover and throws the grenade, you still get 100% damage.