Its mind boggling that the only good artillery the US gets isn't even artillery- it's a strafing run. Maybe it's the same sort of "We wanted to make an authentic game so we did all our research from the History Channel" bullshit that has the Germans getting every toy in the cabinet, but the US and the Soviets get bread scraps, but this is a serious issue- artillery was the hallmark of the US armed forces from Normandy to VE day and for it to be so poorly represented in the game is irritating.
I would have been satisfied if the Major's arty wasn't garbage.
Unfortunately, it's pretty goddamn garbage. |
Initially, rifle grenades are kinda tough to work around for HMGs because of their range, but they can be dealt with micro.
At vet 2, rifle grenades become grade-A bullshit that make HMGs more trouble than they're worth. |
They should make the SU-85 and the JgIV attack infantry as well as the stug.
I can't really see that as necessary, especially as that would probably cause Soviet T3 to be even more unused and in general those units would make the StuG G look even worse.
Also, I don't really want more squad-wipe potential in the game, let alone from two units that were almost incapable of it before (though definitely still so). |
I think he was talking about the Tiger Ace. A lot of people complain about it not costing any fuel.
Including me, but they also mentioned the IS-2 being in the same boat. But yeah, the Tiger Ace is the one which costs 800 manpower... |
I meant like, the doctrine call in at 11 command points you can call in a tiger or IS2 etc. for 800 manpower or whatever it is.
Whoa uh, are you sure in the right place? Didn't stray from the CoH1 forums by accident?
In CoH2, all vehicle call-ins also cost fuel, unlike in CoH1 where they were manpower only. Currently, Tigers and IS-2 cost 640 manpower and 230 fuel in CoH2.
...not to say people don't have problems with the call-in system here either, but that is another story for another time. |
every vehicle already does.
Nah, they act like they have radios. The drivers are just obviously completely hammered.
...I really hope the Bazooka operators for the M20 crews aren't the drivers. |
You'd get maybe 1 tank per 100 infantry, so the game would largely be infantry based. You would order your troops to charge across an open field and some might charge while the others ask if you are nukking futs. You would have to add vodka as an resource (in addition to fuel and munitions) if you want troops to do stupid shit.
If microing 34-76s to beat heavies was hard before, imagine if the units played like they didn't have radios. |
I myself strongly enjoy realism in general and will gladly use it as an example should I think the game could use it.
...but as a rule, the game regularly consists of people shooting each other and frequently missing at 30 meters. Realism is usually something to apply stringently in games.
TL;DR, if you're going to force the OKW to save up all game for one tank, it had better be good. After patch, it's not much better than an IS2 which is a manpower call in at 11CP.
I don't like the call in system for heavy weapons.
I'm afraid I don't know what you mean by "manpower call in". |
What I dont like is how much the KT was nerfed, and how the Tiger and KT aren't anywhere near as powerful as they were in reality
I agree, Tigers should have a 50% chance of not arriving due to having been rendered combat unready before the battle for whatever reason.
Tigers' rear armour already bounces a third of all shells from mediums in the positioning of being driven right into their assholes, while each penetrating shot certainly isn't highly likely to render the tank inoperable, very unlike in reality. Mind telling me what its game-y drawback should be for such a game-y strength? |
Gladly. Build fuel caches and do what allied do best: lots of medium tanks. AS SOVIET, you have even more options, they have excellent balistics - just for instance, Katiusha does ring any bell? Ya know, you won't expect vehicles from CAS users. Not more than one tank maybe. And if you tell me that with your T34s / shermanns + balistics/mines you cannot nullify Ostheer's blob, no matter how many shrecks it has, and that you cannot retain the capping advantage, then the issue is not the CAS doctrine, sorry for that.
There's kind of a reason for people complaining about the doctrine on team games...like how being you being tankless isn't as big of a disadvantage when you aren't the only player on your team.
Not to mention your map-control can take a bit of a nosedive when suddenly the CAS player is basically tripping LMG42s. As well, plenty of munitions can mean plenty of Tellers to prevent medium spam. |