So when trench collapses, i don't lose whole squad?
I gotta admit: out of fear, i haven't garrisoned trenches and bunkers. Same applies for fighting positions and german bunkers? |
I wish trenches and foxholes would be actual holes in ground instead of buildings. They should provide green cover until artillery and explosions flatten the area, ultimately turning to normal yellow field of craters. |
How about we all donate a few dollars/euros/rubles/bitcoins/cake and just buy off the COH2 from relic, so we can just fix it once and for all? Veto relic?
|
About the pintle MG...
Does it always target same units that the tank is targetting? Does it pin down at all?
Personally i'd prefer the pintle gunner to target flanking infantry units.
This could improve survivability against infantry on those breakthroughs and flanks. |
I think T4 for Ostheer is pretty optional. You can play the game and be successful with T3, even T2 but if you secure enough fuel, panther brumm and panzerwerfer (which doesn't werf panzers btw) are powerful tools to seal the deal. |
There are some saying blobs are easy to handle. Some say, blobs are OP.
Truth lies in between? I feel, if a blob runs into a proper ambush, it's a high cost loss for the blobber.
Also a blob only can exist in one place at a time. It leaves other areas vulnerable. A full retreat = Strasse frei all the way to Moscow, or at to least next VP.
All infantry mines, mortars and machineguns working in team will make it costly to blob brainlessly. Of course, if enemy numbers are overwhelming, they should win. I don't expect one machinegun to stop an assault made by a infantry company. Two, maybe three MGS, with indirect support should stop it.
Ostheer has Ostwinds, flameHT, a fast 222 and i think Mg42 is a decent HMG.
OKW has Luchs, LeiG, FlakTrak, and blobkiller walkingstuka. Also Obers are called terminators, so...
Russians have M3 Quad AA HT, Katjushka, and ffs soviets are the grandfathers of the human wave, just blob back harder!
USF get AA HT, their Mortar is very potent, Pack howie, and motor howizer as well. And i've heard someone saying that Riflemen are real killers equipped with BARs.
UKF... Well, bofors, AA centaur, mortar pits, infantry sections with bren and vickers, plenty of choises.
So there are plenty of counters. Mostly L2P case, no need for artificial extra debuff. |
Tanks shouldn't even try to fire on the move. WW2 era stabilizers only were effective at keeping the gun pointing in the general direction of the target while on the move. T-34 didn't even have a stabilizer. So firing on the move should be basically a sure miss, unless you're targeting a house from point blank range.
That's off my chest now.
I think the Panther does it's job pretty well. It's quite fast, pretty heavily armored, can make a lot of damage to tanks, and the MG on the top makes it pretty effective against infantry as well. It is pretty expensive yes, so yolodives are not the brightest idea. Hate losing a expensive tank to a mine/at ambush. So if a Panther stays in it's infantry supporting role, it excels. |
When multiple targets enter an MG's arc there isn't a multiplier that increases the rate of suppression.
Wut?
If one squad is rushing MG position, they shouldn't be suppressed as much as if there was a human wave / a massed assault attacking same MG position?
If your MG gets overwhelmed, it gets overwhelmed. End of story. If enemy is getting massed infantry instead of tanks, just get another MG to cover the same path. |
I kinda understand, that in soft, rough ground chewed by artillery a one ton gun can be a bit hard to move around, even with a crew. So that makes sense. If it affected 75mm PaK too it should be ok.
Then the 45mm russian at gun, and raketenwerfer shoud not be affected by soft mud, as they're pretty lightweight. |
But to then gift the opponent a vehicle that you can't feasibly destroy, and one that you're not supposed to have a direct counter for, e.g. having an Ostwind abandoned to a Soviet player, is stupid.
I don't see what is wrong with the abandon mechanic. It happens pretty rarely anyway. Of course the risk of losing a tank in a bad place increases if you dive with your tanks on regular basis. Usually the abandoned tank is in VERY bad shape too so grabbing that tank will end up losing the capturing infantry.
Axis have no counter for ostwind? How about PzIV or StuG? Or just capture a Zis AT gun from the russians, then you have a counter for ostwind.
And personally i ENJOY when i can beat the enemy back with his own weapons. It's a lovely "Adding a insult to the injury". And the abandoning mechanic promotes combined arms, as you have infantry near to pick the empty tanks. |