- What sort of enemy army composition should they be good against?
- What should they be able to counter?
- What should counter them?
- When should they be available?
- Where do you think they should fit into the game?
I struggle to believe there's no option other than as shock units.
Just my opinion here, as always:
Like in the real war, they were and (again in my opinion) should be, generalists.
Everything in it's sight range I suppose.
Tank Destroyers, AT guns, massed anti-tank infantry.
Late Game, as this is not Steel Division I don't think you should be able to rush them. In CoH all heavy vehicles were always doctrinal and came in the late game, requiring the most exp to unlock as to not disturb the balance of power.
The "Where do you think they should fit" question confuses me, if you mean by role I'd suppose a spearhead of an assault force.
1 unit Armies while sounding nice doesn't really make sense to me, I mean many Tiger crews for example dispatched many T34s piecemeal 1 by 1 and cut down swathes of (Soviet) infantry in front of them charging forwards as long as their MG barrels didn't overheat or they ran out of ammo, but they could be overwhelmed by numbers of both those of course.
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That's ironic when we go back to $5 premium commanders. |
Well if you ever get the time, and you want to do that, that'd be great! There's a few other things that I was planning to compare from CoH1, like fidget/flinch animations, squad-ai, and reaction behavior, before I found out that I can only record at 10 fps.
Wait, you want me to compare retail COH2 infantry animations with the new animations or CoH to CoH2 animations, or are you talking about entirely other comparisons? Sorry but I just kinda got confused.
And yeah dude I know your pain, I only recently got a rig capable of recording, before that I was in the same boat as well, that's why I wanna help you. |
Yeah, these are the original vanilla animations back from 2013/2014. The animations weren't improved after the British forces, they actually broke them instead. These animations have more cooldown animations, no movement bugs/slow-turning, and less buggy death animations (especially for on-fire deaths). I would provide a video comparison if I could, but I dont have the rig for it.
Interesting, I haven't tried them yet but I've saved the file to my dropbox, might also be able to help you with the comparison video when I get the time since I'm gonna be busy with work for at least 2 more days. |
If you want something unique you give the Ostheer a Command Porsche Tiger. It was one of a kind, up-armored (additional 100mm plate at the front, making it 200 in total, which is even more than the KT I think) and was the command vehicle of the Ferdinand Panzerjäger battalion at Kursk, itself with around 50 enemy tanks destroyed while the battalion in total had a pretty good ratio as well but I don't remember specifics.
Too bad we don't have the model importing and editing tools tho, it probably would have been SORT of easy to just slap on the Tiger's turret on the Elefant's hull altho I don't really know how that works so I'm probably speaking out a bit rashly here. |
Wait so, these are the original vanilla animations back from 2013/2014 or something? Because it says retail, I'm guessing that's what it means.
Which is surprising, I thought that they "improved" them, especially the SMG wielding units after the British Forces. |
I agree that the MG34 just needs a slight tweak, but the Vickers' suppression feels lacking to me altho it's range (especially at Vet 1 when garrisoned) and damage seem good, but for that price, yeah...
Just my opinion based on observations of course. |
Crocodile will do a lot vs Panthers, JP4 and Elefant, right 

No they're not. On the allies side, 4v4 is dictated by teamweapon spam, (lmg) blobs and indirect fire spam. And USF is amazing in all 3 departments.
Only for the axis it's dictated by armor as they must decide the tank war in their favor in order to win a balanced match. And the Jackson is very important to defeat Panthers on non-open areas. (e. g. the forest in Lienne Forest or Essen Steelworks)
These are my observations, team games mostly boil down to spam, and more specifically, Armor spam, especially in the late game where infantry just get annihilated by anything that remotely even looks at them the wrong way.
Comets were the go-to before for Brits but ever since they got nerfed it's all been about the Churchill, sure it and the Croc can't go toe to toe with the German heavies but at least they can take a punch and kill infantry, if you got a USF teammate with some Jacksons they make the perfect combo as they can just use the Churchills as meatshields.
USF whenever I see in a team game mostly go for Sherman spam, M10 spam sometimes if the person feels cheeky, rarely see any Pershings anymore.
Same thing with the Soviets, mostly T-34/85s, sometimes an IS-2 and KV-2 here and there, KV-1 and 8s are extremely rare from what I've seen since they have basically the same gun as the regular T-34 and don't provide much more armor while also being slower and more expensive. |
For UKF I'd say that the top large team commanders have always been and probably always will be the ones with the Churchill Crocodile, so Vanguard who has self repair on tanks, glider HQ (commandos), ability for tanks to capture as well and a nice loiter ability. Special Weapons that has the M3 Weapons HT, AT IS that were life savers for the UKF before because of their snare but not so much anymore, 240mm Barrage and a weird loiter type infantry buff ability that's a bit broken so almost nobody uses. Lastly we got the revamped Tactical Support Reg that has the FHQ but comes a bit too late, "special" (useless slot in my opinion) salvage Sappers, mortar and AT gun drop and the designate command vehicle that you might or might not wanna make the Croc. Maybe try out the new commander if you feel cheeky and wanna spam M10s but I tried it against the new Tiger Ace and failed because of the mass support they get in team games so unless you got loads of resources to spare...
For USF which are probably the poorest Army to choose in a large team game because of lacking armor, and large team games are dictated by Armor, Rifle Company because of the E8, Mech Company because of Cav Rifles, M4A3 76(W) Shermans and Sherman Bulldozers (that can sort of act like meatshields but not exactly). Then I'd probably throw in Infantry Company because of the indirect fire support you get and the new Urban Assault commander because you can cheese your way through the infantry phase with RE Rifle Grenades and later cheese your way through the later armor phase with the infantry murdering Bulldozer Shermans.
Soviets I don't play that much but I played a few times with the Armor Assault or whatever it was called commander with the IS-2 and T-34/85 and with the Guards, 120mm Mortar and T-34/85 commander that also has self-repair for it's vehicles, that's a pretty nice one as well I'd say. |
I downloaded the mod and played it but couldn't find a Jumbo in it. Is the Jumbo tied in to a specific commander or victory condition? By the way, thank you for mentioning the mod. I tried it and like it better than any other mod that I've tried. I especially like how they've done the line of sight.
You need the game modes as well as skin packs for the mod which are separate items on the workshop, that and the units being tied to their specific fronts and years (for example the Jumbo being in 1944: Battle of the Bulge) are the only 2 thing hampering the mod but they're sadly limits of the modding tools more than anything else.
TL;DR
Download the other parts of the mod (should have the same name if you search for them, 3 skin packs and 1 victory/game mode conditions) and select the victory condition to be 1944: Battle of the Bulge for the Jumbo.
Guy made the mod with realism in mind, with that said he's researched everything in great detail and implemented it as best he could given the limitations of the modding tools sadly, still I think he's done a fantastic job. |