It's not that regular infantry needs suppression. It's that machine guns need ACTUAL suppression for their ENTIRE cone INSTANTLY, the way they do in Dawn of War II.
As long as you can send three squads directly into an MG's cone of fire and only have one get suppressed while the machine gunner fidgets and the player has to manually right-click all three, machine gun teams will remain a liability.
As for combined arms in general, it's perfectly viable for Allies because of their powerful per-squad infantry. Ostheer squads have no survivability and thus get chased away even when employing combined arms, while OKW have no damage output and thus get outlasted.
This all stems from the idiotic math employed in regards to unit costs, even though that shouldn't be at all how it's done because at any given moment, in any given engagement, any one unit only deals damage to a single enemy unit, so on a granular level any faction that has more powerful forces on a per-squad basis is going to be more powerful regardless of manpower or any other costs. do u want maxim spam again? |
Giving normal infantry squads suppression passively is a no-no go. There was a patch on which Grenadiers had it and it was stupid (i think it was during Pio march spam).
What you could use/adjust is the "in combat" status and "suppression recovery". You could extend the first one, and reduce the second one.
To incentivize barrage over AA fire is always good in my book. that's why i said it should not be enough even when blobbed but if 6 squad are fring on 1 squad they shold die before they get suppressed |
But tinkering with suppression proved extremely dangerous in the past.
Make it too low, HMG will be useless.
Make it too high, HMG spam meta.
Adjust incremental one, single squads aren't suppressed.
Adjust it other way, everything is instantly pinned.
Whatever can be done to HMG, its a loss for balance team.
dont like my idea ? |
OP, are you talking 1v1? In 2v2 and higher I think combined arms is great.
I've found my success to be far more likely when using combined arms and not exceeding 3 of any one infantry/team weapons unit type (not counting "stolen" team weapons).
I suppose a "balanced build" may find itself sucker punched by someone mass blobbing (or an arranged team double blobbing), but you can usually counter that if you are going combined arms.
Side question: has CoH1 or CoH2 ever had a game mechanic where a global debuff is applied to an army when it has "too many" of a unit type?
Something like -10% efficacy per squad over 2? So someone with 5 con squads would ahve -30% to all cons. i think this is a more elegant way to buff mg without making the old maxim meta |
Do you really need to be taught a lesson on the difference between natural teching and side costs?
How Many Times Do We Have To Teach You This Lesson Old Man?
225 for full tech ost
225 for full tech brits + granade + weapons
wow all those free granade
+ brit can pay 30 fu for 5 men and 15 fuel for light tank or aa emplacment |
Brits need to tech for nades and weapon upgrades. They also dont have a mobile indirect fire unit. They also dont have snares. They also lack capping power in 1v1. So I dont think the comparison is really all that relevant. Brits are a bad design as is but that doesnt mean they dont have weaknesses.
5 man Grenadier squads would make Ostheer totally OP.
As I said Ostheer isnt even underpowered right now (especially compared to OKW).
u know battle phases are tech right ? they also dont have emplacment like the 17 pounder right ? u know ost doesn't have a light tank ? |
I'd rather make English viable first.
Edit: Agreed with OP. can u kindly point out my mistakes eng is not my mother language |
Team weapon were 3 men squad in Coh1.
yea u are right my bad |
i still don't get it why is 3 men recrew wasn't 2 in coh 1 and even on the weapon it says 2 was the number bumped up to 3 ? if so when ? and why ?
should it be 2 men like it has always been ? |
Right now there is almost no reason to use team weapon with infantry and you are better off spamming maxim or/and mortar, or simply spamming penal/green/volks/rifle cause generally just 1 support weapon is not gonna make that much difference, I think to actually make mixed units viable we should give infantry a very low suppression bonus that will never be enough to suppress squad even when blobbed but it could be added to mg suppression when they fire together and keep them suppressed a bit more when they go out of the mg fire arc if the inf is still firing, and we need to penalize more the auto fire scatter of mortar in the fog of war and making the manual barrage more appealing by buffing fire rate/scatter/n° of shells.
All this changes would allow mg to suppress blob, and unit in general, faster if supported and make mortar not auto wipe machine if not given line of sight (barrage is not nerfed just the AA), making cheesy tactics (penal/green spam) easier to counter with mg and inf. and making mortar more capable of dislodging support weapon but not being a wipe machine if spammed
edit:ty mod |