Lame they can't be picked up; if you are driven off they should be able to use them, it's not like the bandages can only be read in German and requires intellectual knowledge to use.
They do have hitpoints though, which I think is very high for wooden crates of bandaging. |
Never heard of G43s having better performance against units in cover, just better performance in general. |
I agree: I find that ever since June 24th my vehicles have a ridiculously short threshhold for reverse. Six feet behind you does not warrant turn the entire vehicle around.
Even the USF HMG guy runs a very wide turning radius when retreating. |
Yes. IR StGs improve firepower against cover, much like flamethrowers. If you have the resources just have two Obers with one using each. |
So you want to change the Kubel into the new PE swimwagon with MG? I love the old, especially its incidinery trap/mine drop. Running around dropping traps, bating those M3 into mines is like cracks, if only my Kubel is faster.
Yeah, pretty much. The Kettenkrad/ Schwimmwagen had other abilities though, I think capturing points should be just one of a multitude of doctrinal abilities, for example a tank hunter doctrine could have Kubels provide repair or something instead of capture, so an OKW player have benefits to certain units that are mutually exclusive to eachother, but with good teamwork can complement eachother for good effect.
If Kubels (or any other light vehicles for that matter) can do things other than fight, they are huge benefit to the rest of the army. |
I have personally not found the ability very useful in terms of damage. Often you risk losing a few guys closing the distance, so you're not always going to throw all five grenades. The grenades don't even seem very powerful compared to the single 30 munitions cost. I tried it once against a large blob with about two whole Volks squads, and it just killed one guy, and dinged the rest that were in range. Since it is multiple grenades you cannot anticipate exactly where they go, either.
Honestly I'd rather they get a stun grenade instead, those things use one grenade and stun everything nearby.
TBH I don't see how these grenades fit into an ability called "Infiltration". More like "Run right in guns blazing and blow that shit up!" |
Eh the Jumbo might be a bit too similar to the 105mm Sherman in terms of role: the Jumbo is just an up-armoured Sherman but the same older gun. Heck a "Jumbo" would technically fit by simply giving regular Shermans an up-armour upgrade rather than an actual call-in; that's pretty much the real difference. if the Jumbo is just a beefier version of the Sherman, it doesn't have much reason to replace or even complement the vanilla version. Perhaps if this "Jumbo upgrade" could come alongside a flame tank?
The M4A3R "Zippo" Sherman (that is, flame tank without a trailer, that's the Crocodile) would fit a heavy infantry support role for obvious reasons.
These tanks don't seem to fit into the Heavy role, since both are just versions of the Sherman. |
Reading the posts the main problem of the Kubelwagen (KW) is that it's poor in comba. But what if it's role was geared more towards utility?
Capture points, scout for allied infantry, and even lay mines or something, as long as it's not engaging other things. It is after all a lightly armed car, even lighter armed than 222 scout cars, and even those vehicles weren't meant for combat, more for reconnaissance. Even it's ability, Detection, leans towards this role. The current problem of course is that it has no other role but fighting. Give it capabilities like capturing points and its purpose becomes HUGE, all without having to change its stats and such.
If not a default ability, then perhaps future commanders could incorporate the ability for light vehicles to capture points, including the Kubelwagen. This vastly expands the capabilities of the KW (and others) as a unit throughout the entire game as it can be relegated to capture duty rather than to the few infantry you have on hand. You won't try to bring out a KW to engage that Major and his bazooka-armed friends. You send in your veteran Sturmpioniers...and the KW goes to capture points. The doctrinal ability alone (assuming its for all light vehicles, not merely for the KW) already makes this a very powerful commander, because you are not wasting your few infantry doing things besides shooting up the enemy. |
Love the idea, and not merely because it is a throwback to the CoH1 days- that I pretty much forgot about until now.
The good thing about CoH1 doctrines is that it uses the CP system as points, but ultimately you play long enough in a match and you can unlock all of them. With this system in CoH2, not only will you get more variations among commanders, but you get far more things in a commander. And this is needed, since so many abilities are in fact NOT jam-packed into one ability so that three of the five things that commanders have are useless most of the time. This means that commanders can have more "minor" features without having to decide whether to add "major" ones or just make them horrible - take the Defensive commanders they made for free, the OKW has two commadners have have an ability that does more than that. |
I'm asking because it can influence my opinion....
I haven't check this, is the repair speed of the vehicle's crew the same as engineers ?
I would assume so: the repair buttons for both crews and RETs are the same, whether in vet0 or vet3.
Vet2 is the only one that mentions repairs: "Innovative mechanical techniques improves the squads repair time". Vet1 unlocks the critical repair, and vet3 makes them more durable when repairing, which indirectly affects the repair rate. Rear Echelons also get a repair bonus in vet2, though "improve" in the game's terms is a bit vague; does it increase critical repairs or merely accelerates the time?
I feel like USF vehicles just have this ridiculous independence because they can self-repair on the cheap.
It wouldn't be so bad if it was riskier. Maybe make the vehicles easier to decrew or something. Right now there's not a whole lot of risk involved. Other factions have similar methods though, namely the Soviet T-70's self-repair, their doctrinal Repair Station as well as Conscript Repair for a number of commanders. Elite Armoured Doctrine for OKW also allows self-repair, but it is an inferior, decrewable version of the T-70's. |