And That, is the difference between normal artillery and rocket-artillery
Even the Werfer and Kat have to make do with scatter. Both of them take longer for all of their rockets to impact- especially the Kat. You can't use them to draw a line through your opponent's retreating units.
For what it's worth, next time I'm at crossing in the woods I'll grab a replay of retreat path Stukas for you. Vet 4 is what they usually end at- sadly, yet to see a vet 5. |
Used the Elefant twice in the latest patch. With scope it can see further than it can shoot.
This was always true
And the Pak43 is a fucking joke. You can´t move it and you can only lock down an area 20 range longer than a Pak40, which for a static gun is nothing. A moving Pak40 can lock down much more. BRILLIANT!
PaK 40 are also easier to decrew, do half the damage, and can't shoot through all intervening terrain allowing you to slap the gun down outside your base on maps like crossing in the woods.
Buffing them further is needless. They both preform excellently at what they do, but are niche units. Making them better breaks them in the areas they're meant for in an attempt to force them to be useful in every game. |
They are indeed currently 55MP each. More than Obers. For a 290MP unit, it's sort of painful.
At least it's cheaper than just buying a new squad (just).
Following usual cost convention, I suppose they would normally cost 36/7? |
As someone who has played OKW- this thing is filth if you use it right. And the reason is almost entirely the lack of any scatter on the vet 0 ability, and the area saturation due to the speed of the walking barrage.
Priests can get a creeping barrage for 50 munitions, and have to load between every shell. Stukas get them free at vet 0 with no shell reload.
What that means is that you never need to bother firing it during firefights unless a bunch of support weapons happen to exist in a line- not a blob, just any arrangement you can draw a line between two or move- and wipe both.
What you can do in a more abusive style is learn the retreat path of the map, hold off on the trigger, hide your stuka, and wait for your opponent to fall back. And then wipe his army all at once. |
Pretty much what Katitof said. If you want a panther, just pump one out- OKW was almost unparalleled freedom to get what they want when they want it. You just have to be very certain what you want- your unit choice is limited, every one has to count.
Shrecks and Racketen are enough to deal with all the early light vehicles. Shermans can be forced off the same way- though it will incur losses.
Personally, I like to go for a Jagdpanzer instead. Better reload, great range, cheaper. You can go T1/4 and into a Jagd and have it in time for enemy armour that needs it. Volks, Sturm, Obers and Jager are plenty to win infantry fights. |
Nope. |
Starting with vet 2 riflemen is the real strength.
The Easy 8 is okay, but nothing too special. Lacks the anti-infantry punch to deal with At guns and shreck squads, but offers a handy durable buffer for your infantry. The artillery is unique in that the DoT cannot kill units, just leave them on 1hp. |
Mobile Demo charges? Eeeeeh. Eeeeeeh.
Demo charges are amazing as is, ones with wheels? Hrrrm. Not sure how well they'd fit with CoH2 in general.
I guess if they were appropriately expensive/slow. |
But the Russians have to build the T1 building which takes a long time.
If you build T1 as your first building, you have it finished almost exactly as you hit 15 fuel. T1 does not take long to build.
The only real difference is the build time of the M3- not exactly long. Pushing the Dodge to 1CP would be a much, much longer wait than this. |
This unit comes out too fast. Make it 1 cp and problem solved.
It arrives at exactly the same fuel mark as the M3.
Both Soviets and Americans need to generate 5 fuel to be able to call in their first of either. |