1. VonIvan
2. HelpingHans
3. RedxWings |
In real-life the T-70 turret was manned by one guy. In-game the T-70 can rotate the turret while firing the machine gun and reloading the main gun all at once. Bit of a task for one person isn't it? But CoH2 isn't real-life, just inspired by it.
That I know, as Company of Heroes always took plenty of artistic license. That was just my proposal of a gimmick for the OKW's medium tank. |
In real life, Panzer IV Ausf. J had very slow turret traverse. I don't mind the extra armour, but Relic could leave the slow turret rotation. Would fit nicely with the OKW's rag-tag unit line-up.
All in all, I'm happy to see Panzer IV as non-doctrinal medium tank in OKW arsenal. |
To be fair, I think that Irregulars can be completely removed and just replaced by regular Partisans. Camouflage in cover would be indeed nice, but I doubt it would greatly improve their performance with the exception of PPSh Partisans. |
Hey internet strangers,
- Standardize the Ostruppen within the doctrines. A ninja change last patch make the truppen worse in one doctrine compared to the other.
Wait wait wait. Didn't that change to the Mobile Defense's Osttruppen actually bring them to be in line with Ostruppen from different doctrines? I remember that Osttruppen from Mobile Defense were lacking the x1,25 received accuracy modifier that the others had, so they were essentially BETTER. |
Soviet female partisans still didn't make a comeback. Terrible patch confirmed. |
Great thread Cruzz, thanks for all of the useful info!
If I can have a request, could you explain how do the USF Light AT Mines work? As far as I understand, after vehicle hits one there's a short window of time where if it hits another one he can get engine damage. What's the mechanic behind it? How much does each mine raise the chance of criticals? |
Nah, that was back before the March 2014 infantry combat changes. His squad is now definitely worse than vanilla Grens (not by a ton, but the DPS the officer contributes [which is very little at most ranges] probably also reduces the squad's odds even against Cons at max-range by a fair bit since losing the Gren bodyguards will tank the squad's DPS by an even higher percentage.
Believing CoH2Stats, Grenadiers in that squad have exactly the same DPS as regular grenadiers. So we can safely assume that the Artillery Field Officer squad has about 75% DPS of regular grenadier squad at all ranges. |
I'm not sure if anybody posted this in the thread yet, but here goes nothing.
If the problem comes from the fact that Conscripts get a weapon accuracy and weapon damage modifiers with their vet, which makes the recently buffed PTRS on them too deadly, then why not just change the Conscripts' rifle .rgd file into one that has more accuracy as they level up INSTEAD of giving them the modifiers?
Side effect of this method is keeping the damage and accuracy of weapons picked up by Conscripts as a constant value, that is they wouldn't get better with Conscripts' veterancy. |
I agree with the idea that Brits should have an HQ as their starting building. Either that or make the Tier 0 truck unmoveable. I'd also give the British an extra tier to choose from in mid-game, an alternative to the Support Truck. This will make their teching less linear. Also, do not make building an officer a requirement to tech up.
Adding a 6-pounder, that is 57 mm ATG, would be a nice thing too. Maybe also a Vickers machinegun, with narrower field of fire than .30 cal, but with longer range. Trenches could probably come from a doctrine, RSE to be precise. I'd also scale down the bonuses that British infantry receives in them and also made them undeletable. You can't delete tank traps or sandbag either and they can be used against you as well. |