1.Formations, some squads clump-up too much
2.Lots of maps are either entirely long range units friendly or close range units friendly, instead of containing both areas
3.Holding certain positions on the map matters more than simply holding more territory than the opponent. Probably a fault of fuel and ammo points
1. Is a trade-off, in the old days it was a real pain to actually get a squad into cover and staying there, so often 1 model would dive out from behind that comfy piece of green cover and get the whole squad suppressed. The really annoying thing is when units keep this spacing once they leave cover, if they could fan out more quickly when moving that would help. No way this mechanic is going to get changed though.
2. I agree, some maps get it right but many don't. Of course you can never get it perfect but now it's a long way off.
3. Really don't get why you see this as a negative. Cutoffs and fuel/mun points are a critical part of the game, if you took them away maps would just turn into a scramble to capture whichever points the opponent isn't defending. It would also make map/faction balance even harder since some factions (e.g. ostheer and brits) are worse at splitting their forces and conducting mobile fighting than others. |
Ostheer ins't the best when it comes to infantry. Grenadiers have great abilities but their fighting capability is only decent - they were designed to fight conscripts and that is all they excel at. PzGrens can be good but quite situational, OH doctrinal infantry is not as exciting as that of other factions.
Commander choice is up to you, Spearhead and its mortar HT is good for team games. Festung support can be useful if the opponent is building emplacements, as the LeFH can steadily reduce them, or switch to counter-battery if they're using lots of indirect. Against static artillery Jaeger Armour is good, the combination of recon and stuka dive bomb can delete howitzers and there's not a single thing the opponent can do to stop it.
for your other quesiton, I think that USF has the most satisfying infantry. Every one of their core and doctrinal squads is effective and fun to use, except for perhaps Assengs which are really just an engineer squad with a bit of close-range firepower. |
My biggest gripe is the way some units have abilities to counter their counters; Bofors barrage, Rifleman smoke grenades and Grenadier rifle grenades being the first things that jump to mind.
I also shake my head when people make the argument 'X costs 10% more than Y, therefore it must perform exactly 10% better' and try to use that to justify buffs to their favourite unit/faction, while ignoring all the other cases where it doesn't apply. |
Ok, so it seems that many people see value in the unit. I can accept that view, even if I personally haven't seen any evidence to support it.
My next question is, when would be a good situation for the OH player to go for an Elefant rather than having the OKW team-mate get the far-superior JT?
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Aura heals sounds fine, as long as it is implemented properly so units aren't being healed in the middle of combat, or the healing isn't easily disrupted by a random shell.
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See I get what you guys are saying and it sounds great on paper, but I honestly cannot remember the last time I saw the Elefant have a decisive impact on a match in the post-WFA era. All I've seen is it either being called in to seal a game that is already nearly won, or a last-ditch attempt that fails.
Part of that is due to Elefant being eclipsed by the JT, which is much better while not costing that much more. The extra range makes a huge difference; not only does it give the JT more opportunities to make use of its firepower it also enables it to engage from a safer distance. |
If relic won't balance their game - let people who love CoH2 and wanna see it succeed do it for free. Cooperation = everyone wins.
Yes, I agree with this, I'm just saying that if it's going to be official updates, then it needs some oversight from the developer who isn't so invested in actually playing the game. |
Title pretty much sums it up. Despite its huge cost and specialised role it cannot be used without spending additional resources and popcap on AT. In 1v1 its cost makes it very difficult to purchase plus you will have already purchased substantial AT if you've survived to that point. In team games it is unable to manoeuvre around the larger battlefields and despite being exclusively an AT unit is vulnerable to pretty much any kind of allied AT.
Is there ever a situation where this thing is worth building? While it was perhaps OP at some point in the distant past, that point is long gone after nerfs to its range, rear armour & abilities while allied TDs have all had long-range pen buffs.
If it is indeed a bad unit, what should be done to fix it? My thoughts are that it needs a range buff (possibly alongside a damage nerf), and a small buff to its acceleration so it can move and kite better. An alternative would simply be to reduce the cost, acknowledging the inherent limitations and vulnerabilities of the unit. |
Combined arms is your best bet. Raks, combined with smart use of mines and fausts for snaring can keep mediums at bay, a Puma can be deadly for pursuing and getting the kill shot on open maps which allow it to utilise its superior range. Shreck'd sturms can be a worthwile addition in some cases (i.e. you have loads of muns) but generally not a great choice as your primary AT. Putting your flak HQ in a good location (i.e. behind a shot blocker which precludes AT guns firing at max range) can also buy you time and help maintain map control against superior forces.
Once you get to t4 JP is great if the terrain allows. P4 can be good if you are facing t34/76 or it's a close map with less opportunity for enemy TDs, but against anything tougher you may be better to save for a panther.
There's no secret trick to it, facing tanks when you don't have any yourself is just hard, that goes for any faction. |
Thanks for confirming. Been using it lately with some success, despite meta saying otherwise.
Some allied players ask me if I'm trolling whenever they see it.
Yeah it's worth buying since the patch. Very good against blobs and weapon teams. Still vulnerable to TDs. |