I've got better idea, which is even more simple and fixes literally all "problems" from this thread.
Dear Sir,
I declare that Your solution is not good enough. The squad from the video wasn't really sneaking or using any elaborate tactics. It provided vision to its army and piat destruction without much micro imput due to small detection radius of camoed units. The camo bonus resulted only from an unintended and not predicted correlation between the craters from artillery strikes and the possibility of using them as a continuous camo source. Taking all the above into account I believe my solution is much better as it will force players not to simply rush forwards with camoed elite units, but will require them to actually set up ambushes and make the risk/reward situation more even.
Sincerely and always Yours,
achpawel
It should work only in green cover. Fixed. Maybe in yellow but only when stationary.
Running head on into your enemy and not being seen is broken as hell. The same problem related to lategame terrain full of holes is connected with falls first strike bonus. Also broken. The solution from above, maybe not ideal but simple, fixes both.
The player has no chance to learn how loiters work and that they will attack 100% if they aquired their target unless they come to the forums and ask about it. CoH2 does a poor job at communicating this information which makes the ability look like pure RNG and unfair.
That is the problem imo at the current stage of game development. You basically have to experiment with the ability many times or be on its receiving end (again many times) and still it is difficult to figure out how it works exactly. It leads to a lot of frustration. I feel such things should be acknowledged in the description of the ability. If that is not possible we could have a forum section where all abilities/units could be explained. I feel that it is often more necessary than balancing units itself form the perspective of an average afternoon player. Just giving people the knowledge on what to expect instead of making them experiment with every single unit/ability before they more or less know what to expect at what range and against which type of cover/unit, etc.
You mean it would turn every game into panzerfusilier run&gun spam and send Brits back to the pit, kill cons entirely...
I'd make some tests with those muni paid or just sandbags moved to engineers. It is one of the simplest changes to implement. You are probably right about panzerfufusilieren. But they are just probably too good with those g43s or whatever that is. Maybe the upgrade should be cheaper and less deadly.
That is a HUGE buff and there's no reason for it. Vehicles are a main counter to ass grens and you want to change that completely
There is a reason as they are not really chosen to play with. To have a snare you need to build tier 1 or 2 building, which means that there is some investment to be made and those snares are present only when a player decides to invest some resources into it. I also believe that snares are a soft counter and light could still kite and bleed them. The only difference would be that some more effort would be required on the allied player's end. Maybe even a similar effort that has to be made by the ost player to actually make them close in and be effective at their preferred range.
Then don't build assgrens. The entire point is for you to make a tactical choice. It's your job to make their early game strength pay off
They can be strong when there is more than one. Very often you just can;t build more of them if you plan to have a snare later. Another argument is that now most units have been adjusted to basically be useful through the whole length of the game to promote vetting them and unit preservation. I feel assgrens were rightly buffed but since they are not too popular probably means that a bit more adjustment could be risked.
And you've lost all credibility by that single sentence, not even understanding that's the MASSIVE nerf for tommies.
I understand that Your credibility is impeccable.
But to the point. I do understand that not building sandbags, though a bit risky, might kill a lot of birds birds with just one stone. That's why I'd really give it a shot. It would indirectly buff the problematic grens, nerf overpresent volks (sturmpios would build sandbags), nerf overperforming IS sections (but again they would have efficient sappers who could build them after the first few minutes, maybe UKF players would finally start using mgs they have in t0 instead of spamming sections), nerf oorah cons (that would have to stay mobile and not just wait for grens to assault them, cheap CEs would still build them). Rifles could benefit from echelons building them a bit, making USF more viable.
I do understand what it means. Remember that I also suggested a small munitions cost as an alternative approach.
No they also recieved other buffs, as Serrith pointed out to you. Ass grens are fine
They are meant to be strong early and fall off late. That's how they're designed
I understand. Still, a much better buff would be a snare that could carry them lategame by simply making the ost player not needing to buy regular grens. Sometimes players just want to get rid of them because they need a snare unit rather than an early game cqc unit that will lose against elite squads or vetted/upgraded mainlines lategame anyway.
(...) currently sandbags on mainlines are a big part of their power level and tinkering with that would cause ripple effects that would probably require quite significant adjustments to fix, so that's not really something that could be done at this point.
I'd give it a shot tbh. Especially if nerfs were needed. Better to remove sandbags first and see what happens rather then nerf, for example, tommies.
Another approach, and maybe even better, could include making them a muni paid ability (idk 10munitions). This would make players make choices on whether they are really required or if it is better to stick to terrain cover. It could limit just spamming them in a sort of "the more, the merrier" fashion.
What a coincidence, assault grenadiers DID receive a similar buff to rifles.
Wehrmacht - Strategic Reserves
Assault Grenadiers
.....
MP40 Changes
MP 40s are having their mid-range power increased to match SMGs like the M3 Grease gun used by Assault Engineers. This change also affects Assault Officer and Volksgrenadier MP 40s, but not other MP40 variants.
MP 40 Mid range cooldown from 1.25 to 1
MP 40 Mid accuracy from 0.24 to 0.375
MP40 reload frequency from 4/5 to 6
MP40 reload from 2.8/3.5 to 2.8
Essentially you have an increase of about 40% DPS at range 17. Rifle buff was an increase to near range of 3 which increased their dps at range 6 by about 10%, dropping off as it reaches the midrange of 16(shorter then the mp40).
Combined with the stock buff to RA+a previous buff to vet RA, and reduction in reinforcement cost, assault grenadiers have been solidified as a very decent early game CQC squad.
And yes, like most other SMG infantry, they do fall off in the late game, though the 6man upgrade does help them scale and retain their usefulness more then most other SMG infantry.
Thanks for the info. But maybe that is the point. Instead of adjusting close range performance, mid range was adjusted, which is not where imo they should excel. Pzgrens are midrange guys. I'd make close range threshold a bit later and see what happens. Generally, the change should be rather small but may save them against those spread out models of the opposing squad.
Another route could be giving them a snare so that they can replace grens and the player would decide if they prefer long range grens or short range assault grens.