Yea, I was having trouble against OKW blobs last night. The incendiary grenade is usually a guaranteed wipe against Maxims because they get stuck in that recrewing loop. Whereas the USF and Axis MGs teleport to the next available person.
My exact experience. I had a 6 squad maxim with just small sliver away from full health and I hit retreat as a flame nade hit me and the lead guy pushing the maxim kept dying and then the gun pauses as a new guy runs to pick it up and long story short they all died and gun was cleared. I am sympathetic to the OKW needing garrison denial tools but I would like to see impact damage reduced and of course they need to fix maxim bugging out where lead crew member died and everyone stops until another runs up
To the gun. Also it definitely has a fast throw time compared to the Molotov who fools nobody with his 6 crow hop delivery looking like weak outfielder. |
Are you kidding me?
The 200/50 tech cost is equivalent to what ostheer pay to get to T4, how in the hell is that supposed to be some kind of martydom for the British?
On top of that they also get FREE ultra engineers that magically gain LMG's and 2 armor, making them more durable than shocks. With double brens these guys are fucking terminators and if they hit vet 3, which is relatively easy to do, they have a reinforce cost of 13MP. They have the long range dps of an ober squad and cost half as much.
So not only does getting the anvil specialization get you the ultimate tank, it gets you the cheapest, and one of the most effective infantry squads in the game. For kicks they even get a -50% reload time in cover. Put them in a building and watch as an entire army can't dig them out.
There is no fucking reason the churchhill should have 1600H and not be put in the same class as a heavy tank. For christ's sake a Tiger only has just over a 1000 and the KT has 1280. Give it a slight price decrease and up its armor while dropping its HP to something that isn't in the realm of insanity. being able to take 10 shots from a panther or AT gun is way over the top and basically makes the tank immortal in the hands of a competent player.
No unit should be able to hardcounter units that are designed to hardcounter it, that's just shitty balance.
I just spent half a day playing in team games as only Brits and soviets and the Brits have a great late game to be sure but they lack big in a couple areas that would need to be improved if they were nerfed elsewhere. Brits have no mobile mortar or support gun to knock out AT and MG walls. The mortar pit is very expensive and can't move with you plus gets bombarded to death my light artillery fire. No flame thrower infantry to flame out garrisons plus the grenade isn't that good and if you do tech grenades then you delay your first tank another minute which is when the Brits start to catch up.
Also, when royal engineers become heavy engineers they cost 22 man power to reinforce. I noticed that in last game I played. |
So was the air supremacy what came after? That's a great way to hide that ability. |
Having para's drop with bazookas isn't a plus, nor is having to bank 900 mp. I like the idea of having them drop with weapons, but would like the choices to be smg's, 1919's, or 2x scoped 30-06's which give them vision like panzerfusiliers.
The vision bug would be nice to have fixed.
Also, cannister was overnerfed to complete worthlessness. Either replace it or make it usable. Give the scout car a little better vision. It currently is no better than a standard 222 or Kubel.
Lastly, the range on pathfinder arty was shortened so that they have to walk into the range of units like the Panzer Schwerer HQ in order to drop arty.
I haven't seen it in awhile but I still have nightmares about the pre-nerf days when it would 1 shot my full health grenadier squads in cover both heavy and light. The unit needs to be made more viable but please never go back to the days when it wiped full health squads that were in cover. |
The weapons use damage profiles (Rifle, Carbine, Assault Rifle, SMG, LMG) to get their general role, and tweak it from there. There are 3 range values that are used to adjust the damage curve, Near, Mid, and Long. These values are set between a Minimum and Maximum range. For example, Obersoldaten's "Near" range is 0, "Mid" is 25, and "Far" is 35. If a distance between Near is higher than the Minimum, it'll have flat DPS with no change. Same with Long and Maximum, but Near/Min is the one that's important because of how SMG's are set up. For the Shock Troop PPSh, "Near" is 10, "Mid" is 16, and "Far" is 30, so the points between 0-10 and 30-35 are just flat DPS. Between 1-10 is where a Submachine Gun wants to be 100% of the time.
As a general rule of thumb, you can consider Near as 0 - 10, Mid as 10-20, and Long as 25-35. This is usually where the values sit, but it varies from weapon to weapon. 1/3 of your unit's line of sight is about 11 - 12. For perspective these pictures might help. The short lines indicates 5s, long indicates 10s.
Isn't the base Molotov range circle like 7 m? So that would be pretty good rule of thumb. I need to get better mental picture of mid range, I know I want to stay mad with LMG and I know I want to be within grenade range with SMG infantry. It's the assault rifle and semi auto rifle k want to make sure is on sweet spot. I thought bullets did same damage regardless of range and it was just accuracy and rate of cool down/aim that changed with distance which seems
To be what Ciez posted but maybe I misunderstand. Regardless it seems like that table gives overall DPS which is what I care about. |
Thread: Brits3 Oct 2015, 20:33 PM
Will try this, thank you.
Edit: don't have the 0cp Osttruppen doctine, sure as hell aint paying 4,99 for a commander. So just have to make due with normal Ostheer.
Do you have mobile defense? That's two vetted Ostruppen sometimes with LMG at 3 CP. I love this commander vs USF because of Ost plus command tank and puma. Haven't yet used it vs British. Puma likely would get shredded by Centaur but it could be good combined with Pak |
Brit call ins are a little insane. At least with air supremacy you can dodge it because there is a 30 second delay. And it costs 325 munitions so it can't be spammed |
Coh 2 small arms Stats shows max, far and near distance But no mid range value. Also the max and far numbers are always the same so it can't be that everything more than near value but less than far is middle range. Also, why do some near values have 0 or -1. Does that mean they can never use those values unless they are touching the other model (in case of 0) and never use the near value in case of -1???
Thanks to anyone who can shed some light. |
Quite frankly it makes the game boring to the point where I might just stop playing after having picked it up again for the brits.
The ISG basically means you can't use infantry, weapons teams or emplacements. That leaves you with basically nothing until you can get tanks and if the OKW has half an ounce of sense they'll have something to deal with those when they arrive.
The best methods I've had success with in countering this tactic is SU76 and Katy barrage as soviets and commandos sneaking up on the ISGs and throwing a gammon bomb behind them so that if they start back away from my they hit the bomb and if they move forward or stay put they wiped by my charging commandos. The latter being the most rewarding experience in a long time. |
Totally agree with British trenches. Should be for everyone like on CoH1. It's a risk when building them that they can be used against you. OR reward for you allowing your allies to use them. To be locked out for a future offensive/defensive move I think is bunk. I've seen a couple of games where Brits built them at far off cap points, would see the Axis go to capture and then send his units and plop them in the trenches. Cheesy, since there were plenty of empty ones and the Axis couldn't use them and had to run off.
Just like coh 1 with one key change from vCOH, you have to take time to destroy trench before you get out. Nothing was more annoying than hard fighting against dug in IS then when you finally got them to leave they simply hit the delete key and poof the trench magically disappeared. It should at least require like a 5 second demo where unit has to actively work to demo it otherwise you can just park trench on a cut off and then pop out and delete trench when your health gets low and deny the enemy that trench with no work |