Once again with the vcoh. The reason it was viable was because there where different things US could do. Thus axis didn't prepare for rifle spam every game. If you took away their smoke there wouldn't be anything stopping players from building multiple MGs and kubels to shut down rifle spam. And there is nothing else USF can do.
Not to mention on top of the lack of opening veriety. MG42s have a larger arc then they did in vCOH. And rifles are more expensive, thus reach the field slower and in less numbers. And kubels exist as well and are nowhere near as easy to flank as normal MGs.
So stop comparing COH2 to COH1, because the situations are completely different.
90% of openings in VCoH included 3-4 rifle opening as USF. It is by far the most standard opening in the game, you sometimes see stuff like 4ES but that is very rare, its almost always rifle rifle rifle rifle WSC if you didn't have lots of fuel, Motor Pool if you did
There are only two differences in the earlygame situation in VCoH and CoH2 I see.
1. Rifles are a lot weaker in CoH1 than in CoH2, at least unvetted rifles anyway
2. MG42s couldn't cap while firing as well - and capping makes them really vulnerable.
As for multiple MGs, well, if you spread them out, you deal with them the same way as you normally would as they can't support each other. If he grouped them up together, then congratulations, he's handed the bulk of the map on a silver platter to you, just tech to LT and get M20s as with so many MGs, he doesn't have the anti-vehicle presence to deal with it due to so much MP invested in his MG (which can't counter M20 until vet 1 anyway) and your fuel rate is a lot faster than he is.
The problem that I have with smoke vs MG is not the 1v1 situation (I wouldn't have so much of an issue with smoke to complain about it in the 1v1 scenario- EDIT: I don't mean 1v1 as in 1v1 game, I mean 1 rifle vs 1 MG). Many times when I see rifle vs MG scenarios, its often - Rifle chucks smoke, player moves entire blob through the smoke, thereby negating all of your crowd control units. Which is somewhat fine (not really) if at the end of the day, Grens > Rifles... except its often not the case, especially in recent patches, thats not to say I want rifles nerfed, I don't mind them strong, but I feel smoke is overkill.
No mortars - no natural enemy for HMG. The logic that conscripts do without smoke incorrect. In this case, the player unnecessary rest of the troops, all he need more conscripts.
Yeah believe it or not, I play full conscripts into Tier 3 Its not easy for your average player but for a vcoh player used to microing many rifle squads, its more or less the same (except you do have a sprint ability, which helps but is often not necessary when flanking
Most T1 and T4 units except perhaps Katyushas and snipers are trash. The fact that players spam T2, T3 and call in troops, is hardly "good place". With this, you can win. But "good place"? No.
Yeah believe it or not, I play full conscripts into Tier 3
Its not easy for your average player but for a vcoh player used to microing many rifle squads, its more or less the same (except you do have a sprint ability, which helps but is often not necessary when flanking
I'd disagree respectfully with that, The M3 has been in and out of the meta storing flamgineers and its still kinda viable (until the 222 comes out
), Penals have been so so.
And T4 - SU-85 is still a good tank, its outclassed by the SU-76 which is purely the result of lazy balancing (a point I've been making for many months). T-34/76 hadn't really been worked out properly by relic, but the T-34 is a bit tough so I'll give them a bit of room for that.
Anyway, my point isn't that all units are viable all the time, its just thematically in a good place - it plays to an idea and no balance patch has deviated from it.