Mg42 is a monster at vet 2 and 3. Getting it there is the problem. As soon as it has one star spam the crap out of the incendiary ap rounds. I've had a single mg42 rape blobs if I spot for it. It starts firing after blob is in the arc and watch them melt. It even chews up light vehicles. That said... mg reload out of combat would be nice, especially for the mg42 since all infantry tactics are based around the mg holding the line. The m2 .50 seems more like a cover retreat/auxiliary weapon since it's crew is made of glass. The mg34 just isn't good at much. The maxim can be silly, but that's fine. Even with a tiny arc maxim is great. It can enter any other mgs arc and force it to retreat (silly). The 42 needs a little traverse buff, maybe slight suppression buff (~5-10%). M2 needs a crew buff, the weapon itself is fine. For its price the mg34 is fine.
I'd love to see mgs not suppress when suppressed themselves and unable to fire when pinned. Automatic or manual reload would be good too.
I don't need it at vet 2 and vet 3.I need it early to stop hordes of conscripts from closing with impunity on my grenadiers and masses of rifles.Grens to survive need ranged play.Mg42 is supposed to help in that.It can't do jackshit,and if u lose it-gg.Between urrah,smoke,grenades while suppressed,unreliable suppression,bad traverse,poor mobility,zero dmg and risk of being taken..this unit is not worth it at all.A sad end to the best mg of ww2 and perhaps of all time. |
IS2 + SU85 are also possible in 1v1 duder. And if there's enough fuel for Jacksons + Pershing, the Axis player should have enough fuel to get out stuff to deal with that. Or they don't even need fuel because Panzershreks will annihilate any Jackson caught out of position. If they've sunk 200 fuel into a Pershing that means they haven't sunk it into Shermans and Scotts to deal with infantry blobs that are such a heavy part of the meta right now.
Su-85 plus is-2 is very intimidating.However atleast su-85 can be flanked easily due to bad agility and no turret,not so jackson.Moreover jackson does 240! dmg.
And also soviet infantry is not equal of huge rifle/para blob which will decimate everything in their path save -tiger/large nos of vet 3 lmg grens/obersoldaten. |
Actually raketenwerfer is not a shit weapon. It deals a decent punch while having an ability to retreat.
At vet 3 it gains increasing range making it viable to counter even soviet heavy armor.
AND it can comuflage itself in a cover.
A Great unit. Good design.
Huge aim time,bad accuracy,1 shotted by mediums(they can get close due to short range). |
Ostheer teching needs to be sorted out so that the PIV comes out when it needs to, preferably before the Jackson and the Panther not long after the Jackson. The t4 Jackson should kill t3 medium tank in 3 shots or so, most German t0/t4 heavy/"medium" tanks kill allied medium tanks in 2-5 shots.
The problem with Jackson is its cost and the cost of what it kills. It should cost maybe a 145fuel if not more, with slightly better armour and penetration so they can't be mass produced, forcing the USF player to use maybe one in tandem with shermans, while the teching costs to get Ost PIV and Ost Panther need to come down so they actually show up when they need to.
Pz 4 costs same as jackson.Gets 3 shotted-first 2 shots from out of range.(40 vs 60)Its a joke. |
King Tiger + Jadgpanzer
Sturmtiger + Jadgpanzer
Panther + Jadgpanzer
Panther + Jadgtiger
Panther + Elephnat
Tiger + Panther
Everything within 1 faction so why USF can get Pershing and Jackson?
You have 240dmg and 60 range but no armor, low hp, medium penetration.
On the other hand you hvae 160dmg, 60 trange, great armor and very good penetration (Jadgpanzer).
Jagdpanzer doesn't have 240 dmg..hats the main thing and no turret.Also for fuel starved OKW getting KT plus say 2 jagds is very difficult.Pershing plus 2 jacksons won't be as difficult.
Can't remember the last time i saw tiger and panther together from 1 player.
Also americans alreday have far superior infantry,if they also have tanks that way-ostheer has no chance. |
Almost as unstoppable as jacksons kiting from behind an IS2. Except that Axis still somehow dominate team games despite this. Or SU85s behind an IS2 in a 1v1, which we already have. Or Jagdpanzers / panthers behind a KT in team game modes. Or Panthers with tigers.
It is not implicitly unbalanced to have both an effective TD and a meat shield tank in the same faction. In fact it's already in the game all over the place. USF simply lacks a heavy, other factions don't. It's not implicitly unbalanced to add one. It depends on implementation.
Thats team games where resources allow fielding of multiple panthers.In low levelk games it would be end. |
U want KT?
As long as building pershing locks out Panther i'm good. KT meatshield in front with Panther's kiting from back is OP.
Panther's don't have 60 range and 240 dmg.And KT plus panther is too costly to have.Jackson at 125 fuel is easy with pershing. |
Mg42 is shit with or without reload.Just a con-deal to attrite 240 mp and give rifles a free weapon.I call it 'The popcorn-sprayer' |
I think there is certainly room to improve coh2. That said the ultimate result we all want is going to have to wait for coh3.
Relic could totally redesign the factions, but i would bet my life's savings that will not happen. without going there, we can only discuss tweaks.
personally i think Wehrmacht is the most well done and the others should mimic it, but vary in certain ways. for instance, change usf to make it more linear(cant got lt->maj, must build capt) but still maintain the flexibility. make soviets linear but vastly improve non-doc units and make the tiers cheapers. okw.... make it so trucks cant be set up more than X distance from the base? but definitely more linear. Making everyone linear will slow down the arms race, i believe. okw needs more than just that, but its a good starting point i think. With this change okw absolutely needs a panzer 4 and a raketenwerfer buff
Giving all tanks a fuel upkeep sounds like a good idea. maybe 7-10 for a medium and 15-20 for a heavy. Having 2 heavies at once should either be impossible or cripple your economy. it seems that half your popcap in heavies doesn't cripple your army, so it must be detrimental some other way
I personally love the game up until the latter ends of mid game. Micro intensive infantry battles, and then inf/lights, and then throw in a medium tank(s) and it's great. It's not too hard to push off a medium, let alone kill it. The problem comes when certain vehicle are doing 240/320 damage and have more than 1000 hp as compared to all the "little" guys with160dmg/640hp. True enough, they are expensive and should be good, but heavies have almost no drawbacks. It currently makes more sense to have two heavies than three/four mediums. Something should be done to alter that to make mediums more effective and heavies less so. Something as simple as speed could do wonders on that account, pehaps, im no pro,im brainstorming. improve all mediums speed by ~15-25%(lights increase too of course) and nerf heavies by about the same. It just never makes sense to not use heavies, which isnt the only core issue with the game, but it's certainly amongst the biggest issues (pun intended).
I dont think changing all teching to linear will screw over any faction or benefit one above the others, and if so it can be balanced better. Changes will be needed by all to make it work though. It will certainly lengthen early and mid game and hopefully give plenty of time for light vehicle fights and medium tank fights before heavies arrive. Personally i think tigers shouldn't be able to be fielded until the ~25 minute mark at the earliest with KT's further back. (basically make tiger available when the KT is now without caches/supply drops/whatever).
I agree with you on principle on heavy tanks.Except wehrmacht mediums are simply badly outclassed and its infantry can't stand upto allied shocks,paras and rifle blobs.Without tiger they have no hance at all.The 10%-20% matches wehr wins currently are by surviving till tiger.Pushing it further back is thus suicide for the last hope of ostheer,which is already dying.When talking off heavies we must also take into account ridiculous allied medium callins cost effectriveness compared to stock vehicles.. |
Alright Im just throwing an idea out there... how about we buff P4's armor just a wee bit and increase it's MP cost to like 360. And give Stug more HP, no nerf.
This way, if Jackson does get it's buff to pen at a cost of dmg, it will remain effective vs all Ostheer T3 but more viable vs OKW, and Ostheer T3 will remain relatively equally effective as it is now vs USF/Jackson, but now slightly better vs. everything else.
Edit: also, make the StuG a pure tank destroyer. 2 dual purpose tanks in the same tier doesnt make any sense, and the other vehicle is pure anti inf.
Will change nothing.U buffed p4 armor'a bit' but also buffed jackson penetration-cancelled each other out and made jackson the same old 3 shotter it always was ,just more powerful at same price. |