PLS do not put words in my mouth. I did not portrayed anything I simply provided stats with little comments.
I have clearly said that the unit is simply not cost efficient in its current role of medium/TD counter.
I think compare 2 units in raw digits, not the wisest decision, if we forget about what kind of targets it usually aim.
In SU stock armor roster, the highest armor have t-34/76 (150).
In OKW it's KT(375).
How are you would fight against stock heavy with low penetration? In theme about penetration we must compare not raw values of penetration, but chance to penetrate. In ally stock units, only churchill have high armor. In Axis are KT and Panther.
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Wow, definitely coh is far more complex than I ever imagined.
To maret, there is a mod I used to play a lot, wikinger, it completely overrides infantry combat and all forms of volume of fire (automatic weapons, volley fire, etc) are able to suppress in small amounts. It's a nice feature but changes the feel of the game drastically
Yea, such changes move game closer to realism and i played in games where such mechanic was implemented. But main problem of such games - low action. You just suppresss enemy by one squad and then trying to kill by other squad. It's very close how war actions works in reality, but in-game like coh2 we want see actions, crazy moves and fun. I remember when in-start of coh2, mines always immobilize tanks, like it was in reality. But for game it was bad design decision. |
It's all my IMHO, but add more any sorts of suppresion, only make backsitting game style more appealing. Just imagine how such changes inflict on penals with ptrs? They will be micro-suppress your squad and shoot it from their svt. What will be if player have 2-3 penals with ptrs? Or guards with dp-28? You could just sit and wait and kill enemies from safe distance.
Short suppress or shock could be implement for howitzers as examples, but not for handheld weapon.
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Why not add same feature for automatic weapons too? When you got fire from 6 ppsh it give you more suppression that couple PTRS of shrecks. Also for any mortar, indirect and tank shells, if we want more realism. |
If someone want "bait" - B4 the better choice than ML-20, it have ability shoot to tanks, while light AT mines will help to immobilize armor for it. |
PTAB is actually not bad against structures. But it's a costly way to fight against structures/defensive players so I think you're still right here
The howy does also work as bait, which was the initial reason they added it
No no one need such costly bait, especially in 1vs1. Doctrine must have abilities that reflect commander, not any "bait".
It's pure AT doctrine and abilities must reflect it. IF Ml-20 could fire to tanks as pak43, it could be "bait". Mark target instead ml-20 will fit theme of commander better. |
How about you do it like HLL? (Hell Let Loose)
Outside capping (regular speed)
Inner capping (closer to center) unit is visible, but caps x2 speed.
If you capping flag, you must have risk that your squad becomes more vulnerable to damage. Enemy player could use mortar or any indirect to inflict punishing blow to your squad (like, when your enginners while repairing tank got mortar hit, they highly becomes dead).
If only difference between 2 options will be speed of capping and vision on you unit, it's bad design decision, IMHO. High risk-high reward must work. |
It also will be good add to all infiltration troops boost to flag capping, to reflect their "diversion" role. |
IMHO tank hunter doc could be:
1. PTRS for cons (as now)
2. Stealth (as now)
3. Mark Target
4. Ptab (as now, but need buff, would be great if it inficlt engine damage like snare)
5. HEAT rounds like OKW have +30% damage +30% penetration but -10 range. |
Nope, t1 needs to be build by an engineer and it is more expensive. the engineer will start capping later and an mg without an engineer is a stolen mg. Meanwhile you will have 2-3 cons running around and capping. I understand that gren should get merge and oorah, too (if such argument can't ber used in your opinion).
80MP-10 fuel T1 that build very fast against 100MP 10 fuel AT-nade and 100MP 10 fuel molotovs. With OST T1 you got nade and faust. While for cons you nedd spend 200MP-20 fuel to take what you get for 80MP-10 fuel. ANd i don't consider time to make molotovs and AT_nades, this time much highe neither time to build T1. |