Dot.Shadow wrote:
Aaaand Soviets are pretty much fucked against PE armour car rush on open maps.
Since rr and ptrd missiles phase through armoured cars and Pumas (and we won't change that because of no-changes-to-vanilla policy) Tank Hunters are completely worthless against them. Actually, a single strelky squad deals more damage against an AC than the tank hunter squad. So this is no valid argument for keeping htem.
QuoteGreat, just great. You blow of the similarity between the US and the USSR faction to be trivial, but I've seen this worrying trend going on for a long time. The first big step I saw towards making the two factions the one and same was the removal of the sniper team. Was the unit OP? With the artillery strike, yes - Without it? No, not at all.
The problem was not that it was op, but that it didn't work properly. Countersniping was impossible if the sniper was in a building (only 50% chance to kill the sniper, so you could be countersniped with a high chance after hitting the spotter in the building). Second point was, that a dual wehr sniper usage could instakill all soviet sniper teams, but it's impossible to kill a whole sniper with only one wehr sniper. 120mp drain wasn't much compared to a countersnipe vs USA, which costs 340mp instead. The camouflage system was flawed also.
QuoteSure, you couldn't countersnipe it, but guess what - It's called adapting to a new situation. It was very easy to kill using more mobile units.
The squad had - because of the 2 man design much more total hitpoints compared to the single sniper squads from other factions. We did around 200 testgames with the old sniperteam, and it was broken. Use 2-3 mines on likely vehicle paths and you could NEVER kill Soviet sniperteams. So it was finally decided to remove it to fix all the problems caused by it.
Quote CoH2 also features a Soviet Sniper team, which is far, far, FAR from OP.
Afaik squads are larger in CoH2 than in CoH 1, so snipers are less of a problem anyways. Plus, it's a different game, with diffrent teching and different gameplay (true sight and blah). Not comparable.
QuoteThe removal of THs is sad yes, but what worries me more is that the PTRDs are now NI only. You pretty much have to go Propaganda if you want decent infantry at this point. Partizany are *still* too costly with 3 CPs to get out there, and the rest of the tree is rather poor. Don't give me the "it's a situation command tree", as that's a bullshit lazy excuse (pardon the expression!) for not bothering making a proper command tree. It just shouldn't be that way, no tree should be limited to a few situations and maps.
That's why strelky are getting tweaked. They're available at 35 fuel into the game and are cheap, have a similar combat performance like grenadiers and are cheap to maintain. Idk what you would want more?
QuoteSoviets have been getting raped for quite some time now, and it's starting to get frustrating.
Afaik soviets pretty much steamrolled most axis players in the last tourney, barton raped everyone by using conscripts only... how do you explain that to yourself?
Quote
And what is Urban supposed to do against armour now? Footslog AT guns after their Partizany, who now no longer can be combined with THs to provide some minimal protection from tanks? The slow nade from Strelky is hardly a worthy replacement, seeing it barely does any damage.
Strekly slow nade is getting buffed in terms of damage, at least against armoured cars, halftracks and other units which tankhunters were supposed to be used.
Anyways. Urban with their new CP arrangement is extremely potent at putting pressure on the enemy by throwing nades everywhere, so it should be easy to put back RBS until you can field tanks or AT guns. The AT guns + strelky slow nade are more than enough to kill off tanks or at least scare them away. IS 2 and T34 also receive some changes to perform better against axis t4 units in general and so far it plays out decently.

Abuse is abuse and has to go.
Last edited February 23, 2013 at 5:07 PM by dArCReAvEr