dude USF has only that ability to not miss in the move which is preatty good but shemrans cant pen a lot of tiems stugs and p4 and stugs has 140 armor PLUS all the other factions have the same penalty on the move so yeah not big problem and USF doesnt even ahve htat storng tnaks only jackson spam in the late game but i always get rifle company so i could use useful shermans
That's just more noob friendly, this is why the majority of noobish Axis players are asking for it. In a fight average/good players already always stop before firing. Microing a sherman or panther that's the same principle, you do not want to jeopardize your dps with a 75% or 65% chance to hit.
Sometime I hope Coh3 brings reverse change on this matter, papermade Pz4 that have 75% chance to hit on the move and armored sherman with 65%, and see the same people coming here as crybabies because their tank don't pen enough.. |
A unit can be cost effective or not depending on the army composition of your opponent, map and so on. Its not generally cost effective but in some specific situation. If it was always cost effective, then yeah, it would be overpowered. But I can't think of any unit that is always a good idea to build.
Yup, you're right. Think about pak40, the unit is cost effective if there is tanks, not if you face only infantry.
However riflemen, volks, grenadiers or tommies are always a good idea to build |
Problem with the actual range is when you are at max range, Ostheer mortar is at mid range. If you want to use it effectively vs a HMG you need to be at mid range which is inside the HMG range and sometime there isn't much shot blocker to cover you. |
Nope, you would not as the number crunching doesn't support this much. The LMG 42 is only able to fire when static and even LMG upgraded Granadier squads are not that hot in overall DPS. They get a good LMG but their base DPS with their four bolt action rifles is lower than the DPS of Allied squads. There shouldn't be a 5th guy with Kar98k of course, because that would be OP (... bolster for the Brits)?However, if the 5th men in the Grenadier squad is in a rather passive role, it can be fairly balanced only to spread incoming fire better along 5 models rather than 4, and provide a bit of . Hence my suggestion that the 5th guy would handed only an MP 40, which doesn't add much DPS at most ranges over 8, which is basically point blank - however it would helps a bit against bum rushes and would open an interesting counterplay option against Tommies.
Grenadiers MUST be versatile as they face very varied threats ranging from Tommies, Penals, Cons, not to mention Doctrinal infantry like Guards, Rangers and Shocks or Commandoes. Wehr has only two kind of mainline infantry and doesn't have elites or early semi-elites like OKW. . OTOH Allied players only face Volks or Grens first, and they are pretty much the same long range bolt action weapons profile (with 5 Volks Kar98 roughly equalling 4 Gren Kar98s, but on an overall tougher squad). They must have answers for each a reasonable outcome IF properly positioned. Panzergrens are a different, rather specialized breed that cannot (as they come at a time you already have several Grens on the field) and should not fully replace or make obsolate Grenadiers and are primary meant as short-medium range infantry. Grens must be the generalist option for the Wehr player that can deal reasonably - not necessarily win against - with all kinds of threats.
This is exactly why it would be OP. Grenadiers do not lose their base dps with model drops when they are equiped with LMG. Having a 5th men means their main source of DPS last longer thus put them at the same level than Tommy/dual Bren or Riflemen/dual BAR while costing 240 and 60 munition and having superior support units around them and late game superior armor.
Grenadier problem is the high potentiality of 4men squad wipe on the late game. That's a problem damage design in COh2. Grenadiers were 4men squads on COH1 facing 6men squads rifle and squad wipe has never been such an issue, even knight cross holders were 3men squad and single shot squad wipe wasn't that much an issue, it could happen but that was pure bad luck. Here on COh2, units have been design for that purpose, like the brumbar, churchill Avre or Sturmtiger...
Grenadier do not need to be versatile, versatility is on T1 and T2 units combined arms. |
I would rather see PanzerGrenadiers having a 5th man upgrade that is disable if you already upgraded G42, STG or Pshreck.
The problem with 5th men grenadier upgrade is the LMG and G42 upgrade. At the moment you get it they would become best line infantry in game. |
Unlikely.
They would have to relocate large amounts of staff.
He is probably correct, but I do not think it is as straightforward as you might imagine.
I doubt if Canada has the equivalent of the European Union Business Transfers Directive.. TUPE (the UK version) can catch the unscrupulous practice whereby a company tries to set up an overseas subsidiary outside the EU in order to avoid the impact of TUPE. But TUPE does not apply in reverse, as far as I know.
Therefore, if SEGA transferred the COH assets to CA in UK, it would be free of TUPE, but what would occur with Relic?
1) SEGA would have to pay off the Relic staff
https://www.monster.ca/career-advice/article/your-legal-rights-following-your-canadian-job-loss
2) SEGA would have to pay off the Relic peripherals. e.g the NY servers
3) SEGA would have to dispose of the Va building
4) Relic would have to pay off its taxes
Could an inter-company transfer avoid all this debt paying? I doubt it, since interested creditors like the Canada tax authorities would be able to argue that Relic had a worth in any games which they transferred to CA. (This is not new, since THQ got pinned on the same kind of avoidance issue in 2012). Therefore, SEGA are unlikely to be able to write off Relic debts in North America.
Also, SEGA will be aware that if they transfer the COH IP to CA, they are placing themselves further in the UK, which is itself in the course of a highly unsettling Brexit for business. Indications are that the Japanese do not want to invest further in UK, if UK hives off from the EU, bcs the EU market is much bigger. Therefore, if SEGA invests further in CA, it is potentially jumping from one problem to another, if tariffs emerge between UK and EU.
Nowaday you can set up a dev studio everywhere in the world. We already have seen studiso being taken away their IP to be given to another one. The IP could be moved to UK or Creative Assembly could open a branch in Canada. Or a new studio could be indpendantly open in Canada and be patronised by Creative Assembly.
THen of course it cost a lot of money to shut down an office with hundred of people in it but do not believe it can't happen, if so, Sega is probably already doing the financial step for that.
From the anonymous message we read, what scare me the most is the feeling nothing had change since DOW3 failure, same management rules are in place. I have been working on this kind of toxic environment - I can visualize any argument the anonymous is giving - and from experience, there is little you can do except cutting management multiple heads (because at the end, all your management is like that by contagion). And sometime it is cheaper and faster to simply let it die and build a new structure somewhere else.
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The only observation with which I disagree here is your conclusion.
If SEGA paid approximately $26 million for Relic in 2013, my guess is that SEGA could sell on Relic and another developer would finish COH3. In fact, it has been at the back of my mind that SEGA may be using AoE4 as a marketing tool and could try to sell off Relic before the release of AoE4 - it would be a safer bet than waiting on the outcome of AoE4, when the value of the Relic asset could diminish.
What I understood from all SturmTigerCobra Posts around Sega and Relic is Sega could simply shut down Relic and transfer assets to Creative Assembly. |
Overall still a really good commander.
- RE flamethrowers are good on city maps
- Sprint to flank HMGs but I would like to see the debuff removed.
- White phosphorus barrage won me many many many games when correctly used. It comes so fast that usually your enemy cannot retreat fast enough his troops from the location without having then under 5-10hp/model. And its quite cheap (130mu)
- Rifle flare is good, I spam them on certain campy maps with dual Scott to clean enemy defenses.
- Ez8 is a great tank. Imo the error I see often from players picking this commander is to build a Ez8 as a first tank. If you are late/dominated and need a good generalist AT tank to counter already fielded tanks, yes build it first. But if the game is balanced and your opponent didn't build any tank yet, a regular sherman 10x more interesting, here again in combo with the white phosphorus barrage. WP barrage + sherman IA round and you'll clean anything that try to retreat in front of you. This is why I said WP won me many games |
Was USF top 20/30 and been matched with a Sov top 1800 in less than a minute vs two Axis top 100.
Can tell you if you are not using CELO the surprise you get when you finally check your mate stat after the match... |
I'm just thinking of any kind of real life scenario where this would make sense somehow. A tank that is good against other heavies but not good vs weak. The only thing that came to my mind would be some kind of a heavier cannon that slowed down the tank because of weight. But usually there are no upgrades that nerf a unit.
Other than that we could simply say the cannon gets so strong, that the bullet will just fly in medium tanks and leave it on the other side without exploding. Haha.
Don't try to find any IRL sense of it, it is only for the sake of balance |