15 muni smoke AND flank .
Of course if the person is paying attention then that won't work either. Remember that in close quarters mgs can't do much at all.
Point is, USFs don't really need early game advantage against Ost.
His complaint is he can't flank in a choke point. If in a choke point scenario you fire your smoke max range, it won't reach the MG. |
15 muni smoke
Typically if someone smokes you at max range you have enough time to unpack and move back. |
Theoretically on 1v1 maps there shouldn't be too many choke points that you are forced into that deny wide flanks. However in 2v2 and in certain circumstances you may be forced to push through a gauntlet of MG's and other problems. I feel there are a few answers to this
1. Wide flanks: of course we are excepting that this is not a possibility in this scenario.
2. Grenades: Usage of smoke grenades to begin the assault and then advancing through. This can have mixed results however, sometimes it can work well and other times you wasted a lot of munitions.
3. Using a light vehicle: USF light vehicles are very strong at applying pressure and pushing through gauntlets. The following are Vehicles that help push the line: M20, M15, Stuart. Note that only the Stuart could spearhead an assault, the other vehicles are very vulnerable to MG's.
4. Artillery: In this case you either get a pak howie or go say, Infantry Company. The Mortar Halftrack and Pak howie may be pricey but they're pretty strong.
You can use a combination of these things to assault a heavy chokepoint. Say you shoot the pak howie at a building he AFK'd his MG in. Then when he leaves begin your assault and start smoking MG's to get in back of them. Have the Stuart also flank pick apart targets and whittle them down. You have to get used to the idea that as USF to counter chokepoints you are going to both take casualties and have to spend quite a bit on resources.
If I had to say the LEAST expensive way to counter chokepoints, is a mortar halftrack, pak howie, or Stuart. Just one of those but not all, and slowly pick at your targets.
I typically get grenades after I tech up, get a vehicle, and get an ambulance. Against good players early grenades can be kind of duds. |
Just throwing this into the fire, but I really hate how OKW has flak guns in their base. It completely negates light vehicle play in their bases, and sometimes heavy vehicles as well.
Sniper from an Ostheer runs into base and my m20 can't pursue or it will die cuz of an OKW player. |
Rangers just need another abilities, whether it's smoke, sprint, tactical movement (para Thompsons), satchel change, demo charge. obv not all of these but at least one more.
As for Perishing, I would say only buff would be make it 11 CP maybe. It should come out similar times as panther.
This, Rangers provide very little utility at the moment. Plus they are boring in comparison.
Add a small Pershing buff then the commander will be all around strong. Reminds me of how Airborne just needs a few tweaks to be viable. |
I tested it myself, Vickers will suppress something supa-close to it in one burst as long as it's not in heavy cover.
And if it is in heavy cover, of course, no HMG will suppress a target in it in one burst.
And if the Sturmpioneers were in heavy cover MarkedRaptor, I'm afraid you dun goofed!
No this was out in the open, stormpois walked straight past my MG with that 1 burst. |
Anyone notice that? Like say you have an MG shooting away at a Volks squad. The ! symbol will pop up over the volks head but they will keep running for about 2-3 seconds and THEN fall to the ground. This doesn't just apply to volks but any infantry. That can make countering blobs a real pain in the ass.
Or no joke I had a vickers fire a whole burst of it's MG on a point blank SturmPio squad and it didn't get suppressed and walked in back of it and killed it. Like, what's going on there? Suppression feels like it just works when it wants to. |
Dullahan
I don't think factions having MG's at different types is too big of a deal. I think it's just one of those units that is technically easier to use then to counter. In T0 of course.
Although seriously Volley Fire? I have tried 2 ways to sunday to try and make that crap work and every time I use it I regret it. Doesn't matter how smart you play with it when rears die in 3 seconds even behind heavy cover.
Also a bit off topic but
"Also, CoH2 is the only game that has smoke that completely stop a mg in a house from doing anything and has the weakest suppression out of all three of Relic's games to feature suppression. (Coh1 and DoW2 both had much faster suppression. Green cover in Coh2 largely negates it entirely.) "
Dude DoW2 had the WORST suppression, know why? Pinning didn't exist and a majority of commanders countered it simply by existing. I had a hormagaunt squad literally walk through a devastator squad and melee it to death, facetanking the suppression and damage. |
Super early in the game the MG technically has no counter, which I find annoying. At the same time if you do a wide wide flank they instantly lose.
I think the root of the problem is some maps just aren't large enough for a super flank. |
I think the popular strategy to counter OKW as Soviets is to spam Maxims and other MG's. Like...I think that's the only choice? |