Problem with Maxim is how cheap it is, compared to OKW infantry. MG is supose to be a force multiplier, so that 1 MG can stop 2 or more squads comming from one direction. Therefore it should be slightly more expensive than corresponding tier enemy infantry. That was true when volks cost 220 manpower, but since now Volks cost 260 manpower,this balance is no longer true. You can literally have 1 mg for 1 OKW infantry unit right now, so if Maxims are properly microed there is no way to flank them. Wich is further aggravated that OKW has the most expensive starting unit, while soviets have the cheapest starting unit (and thus more manpower to spend). JUst my theory... |
Or add a weapon support center like in coh1, with sniper mg and mortar. |
I find it's best used against single infantry squads, if you appear close enough, they are forced to choose - retreat, or be blown to pieces. One lone squad lacks firepower to blow a Goliath fast enough, and if they try to kite, they can't shoot. This tactic works especially well when assisted by your own infantry squad.
People try to use them on the frontline, against big blobs too often, it's better when used in a sneaky way, kinda like demo charge, hide it on some distant capping point and wait untill enemy attempts to steal it without paying attention.
100 ammo for a squad wipe is well worth it. |
Looks good overall.
No major changes to ISG and PAK howie are disappointing. |
Panther not really worth building right now, why pay 175 fuel for one dedicated AT tank, when you can get a dedicated AT (Jagdpanzer) and AI (Luchs) combo for the same fuel price? |
Heavy tanks die fast enough from the rear already. If you want to nerf the rear armor even more, the movement should be improved first, as some of them feel like complete bricks now (IS2??).
I also wish they made tanks move slower backwards, than forwards, but that's never gona happen |
I would love the idea... 88mm Flak and Brits fighting against Axis on desert maps...
But I dont think there will be a new faction... dont think there are that much people working on coh2 atm they are probably working on a new project otherwise the patches wouldnt be so delayed.
Desert maps+++ - would be really nice to have some high quality desert map in Automatch, brings a lot of potential for unique experience, reminds me of "Commandos - Behind Enemy Lines" Africa missions. Maybe some custom mappers should think about it? |
There is a CoH1 mod for CoH2 in Steam Workshop, it also has Panzer Elite in it, you can try that to see how it feels.
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Flamers should make extra damage to units in cover and garrisons, that's the whole point of buying flamethrower, it's ok that they implemented it. Reliance only on specialized-support like mortars and snipers would make the game less versatile and more boring.
The problem is the Rifle company, giving flamethrowers to a 5 man mainline infantry squad was the trolliest idea ever. Either remove the ability to buy flamethrower from riflemen or make it cost a lot more (100+ ammo).
Only squishy and/or expensive units should have access to flamethrowers. This lesson should have been learned by Relic back in the days of CoH1, when Pios had the ability to receive Elite armor cheaply by purchasing vet2 and Piospam was the thing. Making this strategy more expensive by moving Elite armor to Vet3 mostly solved the problem back then. |
Wehrmacht is the most balanced faction currently, still very competitive without having any too OP units.
The problem is that all the other factions have some obviously over-performing units now , like Kv8, LeiG, pak Howie, Centaur etc. But those are getting fixed/adjusted soon, so future looks good.
It's also the closest resemblance to its CoH1 equivalent of all, wide array of units, reliance on combined arms.
The main difference with CoH1 is that there is no bought vet, and Wehrmacht is not as strong late game, but early game is stronger now and game performance is more evenly distributed overall, no win early for allies or survive late to win for axis. |