One thing I don't understand, which idk what patch changed this, but the pack howy used to on no vet, its barrage abilities was this huge AOE long range shot. But now when I used it, its a normal shell with no AOE but I think vet 2 makes it the huge AOE shot now. Why and when did they change this?
Everyone plays Axis bc they are easy mode. It has been this way since the beginning, there was only ONE time in coh2 history where everyone was Allies and that was when Industry came out.
It's human nature to want to win and Germans in almost all categories from 1s to 4s have higher win percentages. Who likes loses right? I don't think anyone. And most newbies will want to win with the least effort possible.
If you don't believe me, wait until the British come out and it will be 100% Allies and no Axis. (yes this will be bc they are new and people will want to try them out but I played the alpha and know how powerful they are)
Yes tier 1 is still good even if you don't go snipers. Penals are great anti infantry units that can fight almost anything with flamers, esp once they get sprint which you run up to unit and burn them out. but you MUST use penals with M3 as a shock unit.
Also if you go tier 1, you must go guards for light AT b/c obv you don't have ATG. With 6 man penals and 6 man guards, you can almost combat anything and with proper mirco of your M3, you can early some very important early engagements as allies need. M3 pushes units, kills MGs and squad wipes retreating units. Also a really amazing thing about it, is you can get lucky and spot OKW placing their med HQ and you can kill it before it finishes.
From there, it never hurts to go M5 half track, it's just a solid unti now and you can reinforce on the field and moah down those krauts.
Just a typical 2v2 vs the big boys. I personally think it shows the power of Germany being able to have none of them map, no fuel, losing squads and still have quite a decent chance of still winning.
YES, I 1000% agree with this, no army should be able to retreat on the front lines. Come the British when they change all the fuel, like major to 135 fuel. ONLY the OKW will have forward HQ giving them huge advantage over all armies for most of the game. They should have never brought that into coh2 from one. EVERYONE hated the british truck design from the first game that broke it so what does relic do???? bring back the damn trucks and forward retreat point.....
I just wanted to see what people thought about this. Considering if you're unbiased, german fanboy or allied fanboy. I think we can all agree the rifle nade is the best nade in the game. It shoots the furthest (esp on vet 2 i'm pretty sure it out ranges MGs), fast travel time, blows up on impact and pin point laser guided accuracy at all ranges.
A possible solution would be to have the rifle nade work like a mortar, meaning the further the distance the more scatter it will have. We all know how powerful it is and it ability to wipe so many units.
All this will do is have a little more "skill" in using the ability. The closer you get the more accurate.
Grens with LMGs are already attack move units who beat many allied units at distance. I know i'm not the only one tired of attack move gren blobs or grens blobbed, walking into mgs and just rifle nading each one easy.
I think it's an honest fix where none of the stats change on the nade, it will still be effective, just not perfect at insane ranges.
Let me know what you think
P.S, forget that even the USA fighting position with RE in them, their rifle nades have a timer when they hit the ground to dodge, (yes i know its free rifle nades unlike ammo costing grens) Just a thought.
Now, I should, first, mention that this is not an advisable tactic.
If the other person gets lucky and knows what they're doing, and, should RNG favour them, it might not work.
But man, am I tired of Penal blobs crawling up to my Schwerer headquarters and lobbing satchel charges at it. Just came off of a 1v1 on Langreskaya in which this dude decided that three Penal squads was an appropriate build. I saw them coming, thankfully, and managed to lay down suppression from an MG34 and my Schwerer HQ, but, goddamn, they did an Olympic 100 meter crawl over to the Panzer HQ, lobbed Satchels at their feet and sprinted off
Needless to say, it nearly worked. Nearly. (Thank you based Luchs, remover of blobs)
Satchel charges should be a resource that is to be used sparingly and carefully, rewarding good micro and flanking. I don't think it's appropriate for Penals to be able to lob Satchel Charges while suppressed, let alone at full range after crawling half a zone directly at the thing suppressing them(which is a whole other thread on 'nades v suppression, which has already been discussed to death.)
There's a reason Oorah is a veterancy perk, Penals aren't meant to do the same job as Cons right off the bat. Would it be a good idea to give Penals less suppression resistance, or, get them pinned more easily to better befit and encourage them as a flanking/micro intensive unit as opposed to the Super Stalin Satchel Squad?
I can't tell if this is a troll thread or not. Mirco and Flanking? As opposed to what? Attack moved volks shreck blobs or ober blobs or PF blobs charging into allied MGs and winning? It not enough that OKW has a BASE building on the field to lock down an entire area for most of the game once it's placed. Post a replay of OKW mirco and flanking and prove me wrong. Then we can talk about nerfing penals ANTI BUILDING satchel charges.