ok I HAVE to say this "THE NEXT TIME SOMEONE SAYS THIS I AM GOING TO SHOOT A PUPPY!" no but I will get kinda mad
Seriously, if you get your squad caught in MG fire, they aren't getting out. The 'no retreat' doesn't mean you can keep pushing forward. No, it means your soldiers become pinned until they are ripped to shreds.We recently hosted a beta with about 50 players, many of whom could be regarded as being in the top percentile of CoH players. After many fine-tunes over the course of several hard weeks, they are now in agreement that the balance is pretty damn tight. The system we have for patching will make keeping balance ridiculously easy for both developers and players, so you will see further fine-tunes as the mod grows.
So, thanks for your thoughts, but I suggest you try the mod out before you accuse the Soviet faction of being 'vastly overpowered'.
Alright, calm down Bigpop, I have never attacked your opinion. I simply answered your question contructively and backed it up with the opinions of our beta testers, and then suggested you play the mod to further your opinion. I don't understand why you have taken such offence to it.
That being said I think the Russian army is going to be vastly over powered and this shoutcast seems to prove my own points. Not True, the Russian player was a better player then the wehr one (I know, I've played against both, as both teams).My first major concern is the lack of the retreat button. On the surface this, as stated previously by the team, makes the Russians more "tactical". However I feel that it takes away from the Wehrmacht tactics. The point I am trying to make with this is that, flanking an MG42 is incredibly easy with the Russians. One 8man conscript section runs in, get suppressed. Then, because (and especially early game!) because the MG42 isn't forcing the Russians off (because they can't retreat!) the MG has 1 of 2 problems. It is A). locked into position to continue suppressing/damaging the conscript squad or B) forced to fall back and give ground in the early/mid game. Once the Russians have one or two squads out, they can send one in to get suppressed and the others to flank, easily pushing off MGs in the early going, similar to the current US tactics but seemingly much more powerful because of the Russians strong late game as well.Not true either, just change fire of the MG to the other squad(s) + conscrips get shewed up in less (or around) the same time as an US engie squad. Also if one conscript squad goes into a normal mg early game, the Russian player will almost 100% lose the 200 MP one costs.The IS-2 seems to be a bit strong. I know it was a powerful tank, but 2 of them being able to take out a KT with relative ease (the Panzer IV came in late but still got a couple shots in and they STILL didn't kill one until after the KT was down) and the fact that a Panzer IV is obliterated by these things really kills Wehrmacht's late game. How does a Panther hold up to these? A Tiger? It seems from that replay that a KT is a terrible choice versus Russians because once they have 2 IS-2s your KT is trash. Now granted, it was poorly supported, no argument there. But if you set two up gunned shermans unmicroed against one unmicroed KT, KT wins 100 out of 100 times. Same with Cromwells, or Fireflies. As Apex said, the KT is called "KING" because it is. But as long as you produce 2 IS-2s you crush the thing. Meanwhile if your diligent you can easily decrew the packs either with Stalin's Organ Pipes, with infantry or through combined arms. And if you do happen to lose one of your IS-2s, well just make another. But if the Wehrmacht loses the KT...it can't make another. That is why it's supposed to be so powerful. You get it once and that's it. IS-2 costs around the same as Panther (if not more actully!). Panther and IS-2 will stand toe to toe with eachother, I think (haven't tested it tho) that IS-2 will slightly win over a Panther. But you also need to remember, the Russian units do not gain veterancy in anyway. A vet 2/3 Panther will probably beat a IS-2. The "slow" start for the Russians doesn't seem very slow to me. Granted, you don't have an initial unit but the production time and extra resources easily make up for this. You go from having 0 units to 3 units within 90 seconds or so and the Wehrmacht has 4 units if they are lucky. Problem is 2 of the 4 Wehrmacht units are Pioneers who are off capping elsewhere in many instances. Russians seem to speed up quite well and have NO problem in mid/late game. Wehrmacht is widely known as a faction that doesn't "start fast" like the US, for example. This contradicts the Russian's "slowness" because the Wehrmacht's strength isn't in early game, but late game. So technically, both factions start slow and get BIG later. Except Russian's late game is more powerful than Wehrmacht's. And since Wehrmacht doesn't excel at early game (it's a more campy army that holds what ground it has taken and SLOWLY advances after each winning engagement!) at what point do the Axis have the chance to win? In the case of US VS Wehrmacht, US wins by pressuring early, resource denial and aggressive play with flanks. Wehrmacht wins by preventing those flanks and vetting up with partial map control, then pushes as late game comes in. There is a synergy of the two factions. Russians don't have that synergy with Wehrmacht and certainly not with PE because PE's AT is (by any sane CoH follower) considered sub par. You can't just think of Wehr vs. Russia. Think about PE vs. Russia also, and Brit vs. Wehr for that point. Both Brit and Wehr are very slow in the beginning, but still both teams have the same chance to win.The abilities to break suppression aren't normally HUGE issues but when the unit NEVER retreats and breaks suppression regularly it makes MG42s obsolete for Wehrmacht, a faction that traditionally relies heavily on "combined arms" tactics to overcome their opponent. Instead of using MG42 to suppress a unit, use them to kill them. Also having a second MG42 covering the first one, will render the suppression breaking useless. For normal units to get suppression breaking, you are required to pay a single cost of 250 muni, and it only affect squads that are deployed after, none before.
[CoH:EF-Dev]Walki: BULLSHIT[CoH:EF-Dev]Walki: I'll eat a tree if this won't work now[CoH:EF-Dev]Rizz: ok[CoH:EF-Dev]Rizz: I'll hold you to it<10 minutes later>[CoH:EF-Dev]Walki: I think I really gotta eat a tree...[CoH:EF-Dev]Walki: got a decent one?
He went to middle map and masturbated
1st quote from "Bigpop" "Well, I can clearly see you actually read my post and took it to heart. Along with that, you really put in some thought to your reply and really tried to take what I said and in a productive way, counter my argument. Glad to see constructive criticism and concerns are well received."ok rather rude sense I said "no but I will be kinda mad" don't you agree?ok and in agreement with me (not the puppies though) came in Mr.WartyX saying"So, thanks for your thoughts, but I suggest you try the mod out before you accuse the Soviet faction of being 'vastly overpowered'."ok well VERY nicely stated and I was going to say the EXACT BLOODY THING 2nd quote from "Bigpop" states in a response to Mr.WartyX "No need to be rude. I'm disappointed that you (especially since you represent the forums and mod) seemed to take everything I said as an attack on this project instead of someone who wants the same things but is just concerned."[/b]uhhh well then....what does "no need to be rude" mean Bigpop? that you can but they can't?
Look at Bigop all high and mighty with his 9 posts. You cant just come into a forum and talk like you did and not except backlash. You act like they haven't balanced and play tested the mod at all and then from a 30 min video that was meant to show off the soviets in the first place you assume the IS-2, among other things, is over powered. Let the damn mod come out and play it before you act like an asshat
I'm an adult.