... Ost is still one of the greatest and most rewarding factions to play, if you can micro them and react to your enemies kappa.
...
You mean Ostheer is only ok if you can micro them? So this means the other factions are ok even without micro? Isnt this alone a great sign of unbalance? |
I often see that the sniper is mentioned. Is this unit really so effective?
I find it hard to constantly baby sit him and especially in 2v2 or more the possible incoming damage is so high and fast that I lose him quite quickly before he can be of use.
So for the moment I stick to the classic MG42, GrW80, Gren, Gren build. |
100% agreed, great mortar sound.
A suggestion from my side: Bring back the sound of FG42 (Fallschirmjäger) from coh1. Currently they sound like small calibre MPs which is completely silly. The coh1 sound had a much slower rate of fire, somehow similar to the BAR in coh2.
The FG42 was a very special gun and it should not have a generic MP sound file.
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Regardung voice acting of coh2: the German syncronisation of the UK lines is incredible silly.
So silly, ridiculous, embarrassing in fact that it distracks you from the game.
I will never forgive relic for constantly refusing to implement the option of choice here. |
More annoying than necro threads are users complaining in necro threads about necro threads.
"Speaking of, if you upgrade your Grens with shecks, and then ask 3 of them to recrew a Pak, does that mean one team member now has a Sheck as well as a Pak?"
Interesting question. Nobody seems to know. I guess one PzSchreck is lost (in case u are refering to PzGren which are equipped with two PzSchrecks) |
The optimal solution in my opinion would be that exactly one entity is killed (hard coded) and in addition the squad receives a substancial suppression amount for going prone while being shocked and confused for a certain time. |
thank you guys for your input. Interesting information and thoughts. So it seems my feeling wasnt wrong.
I wonder what might be the reason for this change compared to vCoH. Personally, I find it quite a nice game feature if artillery usage includes the skill to avoid friendly fire. |
I have the feeling that friendly fire changed compared to vCoH. The damage done by your artillery, both on and off map, on your own troops seem to be much weaker. Is this so? Do be have numbers?
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Another idea to make penal units somewhat special would be to increace their received-accurracy value above average to simulate their tendency of being used ruthlessly.
One could even think about removing the automatic retreat option from penal units to actually picture their purpose.
However these ideas all have a serious balancing effect which would need to take into account. |
Interesting idea.
From the "lore" point if view it is certainly right that a penal unit should be somewhat different than ordinary combat units, be it line or elite ones.
I like this feature of the german breakthrough officer which causes all his units to retreat when he goes down. I would suggest to progress the OPs idea in this direction somehow. |