No. All units that have smoke and frag grenades have shared cooldowns now, so that they can't just throw smoke and frontally grenade HMGs in one go.
The only exceptions are Falls and Obers, but they have WP smoke grenades that they can't run through.
Assault Tommies have WP too. Smoke is smoke, if a unit can self-smoke then follow up with a nade on an MG emplacement makes it very strong. They can move through it but will take some damage and be slowed.
Stormtroopers have smoke and fire nade not sharing cooldown too. |
Hmm I've always had replays on so I don't think that's the issue.
My other PC can run CoH2 just fine with no lag. Its slightly worse in terms of specs but better in CPU. I'm pretty sure its not my CPU holding me back either. I will try uninstalling and reinstalling and report back to see if that works.
I've always noticed lag on the main menu screen too (likely due to the background video) which is not present on my other PC. This issue is strange on my main PC too because if I alt-tab then the FPS rises but if I focus on the window, the main menu fps will decrease.
Anyway for comparison:
Main PC specs
i7-9600k @ 4.6ghz
2080 super 8gb
Resolution 3440x1440 (possibly its the ultra wide screen)
Game is on an SSD
Other PC (with no lag)
AMD 3900x
1660 super 6gb
Resolution 1920x1080
Game is on an NVMe |
Shocks are still good. The fact that smoke nades and damage nades are on the same cooldown is really holding them back right now because a lot of other units are able to do that just fine with the one exception being shocks. We could see it in the last hotfix but it doesn't look like its a priority atm. |
I'm getting this issue too. Ever since the last patch dropped, I've been getting FPS drops randomly. I've tried turning down all the settings and turning off Vsync (the usual suspect) and so far nothing has solved it. I am convinced that the latest patch started causing these issues because my computer was running the game fine at 120 fps last patch.
Has anyone experienced the same issue and/or know of a fix? |
I play CoH2 nearly every day since October 2013 and I don't remember this at all (WFA factions launched in June 2014)
I recall that as a single schreck upgrade, the exact same that got moved to the Sturmpios later.
Or was it double schreck in some test beta before launch?
Oh maybe it was single shrek then. All I remember were the shrek blobs. OKW shrek blob is a lot more expensive now on stormpios rather than volks. |
Oh man, I miss the good ol' days of CoH.
OKW Volks used to have a double shrek upgrade (think pgren upgrade) so you would see 3x volk blobs with shreks everywhere. Wipe them and you pretty much win the game.
The USF Rifle Company E8 was a beast and slayed everything, the cannon had great accuracy and splash on the move. You could run circles around your enemies. Not to mention that originally, the infantry came at Vet 1 and a slightly increased cost. The Rifle Company infantry commander was insanely good when it was released. Probably to get people to buy it.
OKW had a tactical nuke (Scavenge Doctrine) by saving munitions that Ost players could help with caches. Back then you could do call-ins on the enemy player's base so you would see an OKW tactical nuke 17 min on a USF player's base (because their base buildings are bunched up).
Soviet Penals could equip flamethrowers. Its just as deadly as it sounds. Speaking of flamethrowers, they used to randomly explode when being shot at in the most annoying fashion.
USF Riflemen used to have the smoke grenade ability on RE's. They were mobile smoking units. It was really easy to smoke an MG and then follow it up with a nade (although expensive). Speaking of Riflemen, you used to be able to carry 2x M1919's. They were extremely deadly at long range. Think Fallscrimjaegers but at seriously long range and 5 man squads.
Speaking of Fallscrimjaegers, they used to have a tank snare so they were all-around very good infantry. It wasn't too long ago that, that was removed.
UKF infantry used to be completely useless in non-cover. That was pretty annoying. They were only 'normal' while in cover but slightly better than normal. This was fixed recently-ish too.
UKF MG used to have bonus range (think take-aim) in buildings at vet1. Which was supposed to encourage the use of trenches and buildings but shooting at trenches destroys them which is kind of dumb.
You probably won't believe this but the Maxim used to be good in relation to its cost. Now its just bad in relation to its cost.
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I feel like Penals with SMG performance should be similar to Shock troops or better since their cost is about the same. Shouldn't be worse at least because you're spending munitions and not getting grenade(s). |
Might be just me but I've always thought the Vickers had the best accuracy of all MGs. Its gotten even better with the new "Take Aim" ability.
I feel like I win most of my MG vs MG duels with the Vickers. It wins more than it loses. |
120mm mortar is in a fine spot. I think the recent range nerf was a good fix for the unit. Its still deadly but a tad more vulnerably.
Its a doctrinal unit so it should be decently good if its going to occupy a doctrine slot. Comparing it to non-doctrinal and non-Soviet units is not a great comparison.
To me: The 120mm occupies a unique spot in the early to mid-game where it comes after mortars and its better than mortars but it will be beaten by anything that comes after it. Such as heavy artillery, tanks, and rocket artillery. It gets hard countered by rocket arty which OKW can get out fairly early. It definitely has a healthy amount of dominance on the battlefield if you can get it out early but that dominance doesn't last forever. It will get one-upped eventually.
I would say the dominance is similar to light vehicles. Ost get their 222 at the earliest but its beaten by every other light vehicle that come out slightly latter. In the same way, light vehicles dominate the battlefield until something better comes along. Same with the 120mm. While its tough to play against the 120mm mortar especially as Ost, just remember the dominance doesn't last forever. It also locks them into one or two Commanders so you can have a predictable game if you know what to expect. |
Smoke from the mortar counters MGs pretty hard. It basically disables the MG and forces it to relocate or to eat a grenade and get flanked. Both options suck while you get the use of your mortar for an offensive role after its done throwing out smoke.
For the price/performance, there is no better tool to deal with MGs |