Not really. I have a hard time multitasking so placing mines on the offensive is a fun challenge for me. |
I'm glad to see Blizzard return. But I'm afraid that won't happen. Modern CoH2 is not the same CoH2 when it was at the start, now there are too many gentle players with MLG 360 noscope sight. Accustomed to playing sterility. The return of the Blizzard will lead to a wave of whine on the forums.
I've played some games with cold tech with my friends before. Really not that bad. It simply requires a slightly different playstyle. I think some people forget that infantry in houses warm up and in cover don't lose heat. During a blizzard, things are a little bit slower, but it's still possible to be mobile with infantry carriers! You know, those things people build and usually just upgrade to be unable to hold infantry shortly after they get them. You actually have a reason to use them now! Transporting warm infantry to frontline cover!
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Honestly haven't bothered using it in the latest iteration.
But isn't the design flawed to begin with? You get a guy with an StG (close to mid range) yet want to keep the Kar98k Grens at range. Wasn't really that cool on Volks to begin with... and those get more StGs.
I just wanted to correct this because I didn't see anyone else in the thread. Not an StG for Wehrmacht, squad leader gets a G43.
EDIT: I just realized I haven't been paying attention to the parch notes myself. If it is an StG now then I apologize.
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On riflemen, BAR is the better choice in more situations. I have a lot of fun putting the M1919 on Rear Echelons because they can build their own green cover & lock down a cutoff point from single infantry units by suppressing with their ability. |
I may have come too late to join your event but please post an invite link to your discord server. |
I'll preface by saying I like PTRS Penals because sending PTRS-armed Infantry at late-war Panzers is downright suicidal and thus you'd want an expendable troop to do this job. I'm split between whether I like Penals as a Panzerfusilier type unit or a Panzergrenadier type unit (which it hasn't been equivalent to for a very long time), but ultimately I think I favor the Panzerfusilier approach, at least in the following concept.
This idea is unrefined, it's been in my head for awhile but I was never 100% sure what I wanted from it, or rather I know what I want but some of these things are incompatible or overlapping so I try to rearrange them into something more coherent. Anyway, consider it spitballing.
Penals are now 5 men armed with Conscript Mosin or maybe 6 men with Weapon Crew Mosin, can be equipped with Flamethrower Package or PTRS package. May or may not have SVT Upgrade if Assault Troops start with PPSh (not stackable with other upgrades).
New unit Assault Troops, 6 men armed with PPSh slightly below Conscript PPSh. They have Oorah and a weak Panzerfusilier-style F1 Grenade. At T4/Reserve Upgrade their PPSh are replaced with Shock Troop version. If Penals do not have SVT, this unit may start with SVT and upgrade to PPSh. Unsure what Weapon Crate will do for them, early Shock Troop PPSh (if they have SVT) maybe 3-4 Panzerfusilier G43 style SVT's (if they do not have SVT)? I'm really liking the sound of those other G-43 style SVT's alongside their PPSh's now that I've come up with it.
In this concept, Conscripts are the utility unit envisioned by the developers, building cover, holding the line, and reinforcing other units. Penals are expendable attackers, they get assigned the jobs that you don't often come home from (attacking Panzers with PTRS, or holding a flamethrower (historically flamethrower troops had an exceptionally high mortality rate) ). Assault Troops grants them an offensive Submachine Gun squad which strongly fits the theme of the Red Army, as well as a real Grenade, and something for Conscripts to actually support (and if they come with SVT's they can serve as an optional mainline maybe?).
I really don't understand why the multiplayer SOV faction doesn't get Frontoviki conscripts like in the campaign. I like your design a lot. |
the bundle didnt get a nerf except the vet 3 throwing range though...
also 3 min pgrens are far more of a nuisance in 2v2/1v1 than 3v3/4v4... the time between the first LV and the first pgren grows larger the smaller the game mode... allowing them to exercise dominance for a larger period of time in absence of a hard counter (like minespam or doctrinal infantry)
I have to agree that 3 minute pgrens are a real issue in 1v1s and 2v2s as compared to 3v3s and 4v4s.
Off topic though: why do you constantly use ellipses instead of periods? Every post I've seen you make, a single period would suffice but it is instead is followed by two more. It's maddening. Reading one of your posts is like listening to grandpa reminisce about his younger years, taking a minute to pause between each sentence.
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...Its not rare (In teamgames especially) to have "too many" units and be unable to reinforce because of it, especially if you've stolen team weapons. Is there a balance concern as to why factions can't simply tell units to "go away"?...
I honestly wonder this as well. The all units mod has the ability to recall units for a resource refund. I think transfer orders isn't a thing just like how Withdraw & Refit was removed.
However, I really don't see the issue in removing infantry for no refund at all. |
That is, 16 damage per shot every time. |
Don't you guys have phones ?
OP should probable look for the correct stats (though i think serealia is showing the wrong weapon profiles, unless post rework Pathfinders use a different one).
IIRC Path "crit" is only doing at most 16dmg (if their base dmg is 16) and JLI 40dmg.
But don't expect much from OP (checks post history). Hey, but at least we are improving. At least this thread have more than 1 sentence.
I actually was doing some testing one day on my own, seeing at what health pathfinders could "crit" models. The sniper itself does 16 damage, but if the model getting hit is at 32hp or lower, the sniper will kill the model. |