I like commandos for the bullshit bombing run you can call on okw players with good muni control. Mortar cover is pretty good too and commandos are ofc in the regiment too. I base my strategy with it around 1-2 commandos and light vehicles supported by vickers and 1-2 sections till I get tanks. |
I still wish REs went back to 20mp per model, with the Bazooka bug, they are more of a soft/support AT option than ever.
I used to think that too but then they'd be OP as shit with bars or lmg/bar combo. |
Perhaps conscripts get to keep the AT nade because they have to pay to research it, instead of just getting it free when teching?
How about cons get free AT nade unlock when either T1 or T2 is built, and will lose it if that building is destroyed?
Or cons could get the ability to not be useless. |
Mechanized Is in my team game load out soley because of how quick, reasonably priced and powerful the artillery strike is. The recon sweep also allows you to use 240 munitions of sweep and arty to kill paks43s or howitzers.
Mech is definatley easier to use, more flexible and therefore better than Recon
Mech can actually be pretty good, even against ostheer as long as you play well, but recon support is basically just crappier airborne with IR artillery and rifleman sight range (lol) being the only worthwhile things in the commander.
Offtopic, but how come people always seem to balk at building an early rak to counter wc51s? I mean, it's fairly easy to sit on hold fire and cloak until you've had like, 6 penetrating rifle rounds that you need in addition to one rak rocket to kill a dodge, and then they're down 20 fuel and lost the biggest advantage of the commander. The rak can then backcap (or even troll random points since it can retreat) until a light vehicle comes out and its combat-relevant again. I get that one of your volks squad will be delayed for about 1 more minute but so will one of his rifles, so it's practically the same thing. |
3 G43s
Ah ok thanks. Thought that sounded off. |
In short: Squad AI gives the individual entities of a squad a level of AI behaviors.
There are a number of different categories and circumstances that can trigger this AI, such as being in combat.
The way the AI works is that an entity will, for instance, search in a radius around it for cover and run for it once combat is initiated.
It can also impact how squads maneuver around objects and path, such as leap frogging rather than moving in a specific formation.
Arguably squad AI gives squads the ability to fight efficiently (and sometimes not so much) without a level of micro from the player. A player can leave a squad in combat and trust that they'll utilize cover, rather than having to manually direct them to choose a specific piece of cover. (Which typically results in a clumped up squad.) The AI often gets squads to naturally spread out.
I personally think it's a major component of what makes the CoH franchise so unique. I think at face value squad AI is more 'different' than 'better', but I do believe it gives all squad based combat much more flexibility and dynamicism, which I personally find 'better'.
I think if it became more refined as Lugie is doing, then it would be a great mechanic. Hell, it was a pretty good mechanic in vCoh for the most part, just in certain situations the squads wouldn't do exactly what you tell them to (like jump around or lie down instead of firing at the enemy tank about to escape/smg troops rapidly closing). All in all though, I think it would be great if refined and all. |
Commando regiment is pretty lulzy in teamgames because of mortar cover and the OPieop uncounterable bombing run.
Other than that, I pretty much think that they've been covered here. |
Actually, if im correct (i definitely may not be), volks stgs see similar dps penalties as most rifles do when moving.
And while I can't compile and run the dps calculator, according to the website i use (which is generally acceptably accurate) theres almost no dps change at long range (negligible increase), with the close range increase we all know about, and the pretty large moving dps increase. So yes, all of your initial assumptions were correct (that is, if IM correct...) except that long range dps is mostly untouched.
As for the cost effectiveness of the upgrade, I would argue that theyre not necessarily too efficient. Maybe if you count the sight range increase (which i suppose you should... though I think it needs to go anyway) then they are. I recall that the pfusi g43s are a similar 1 g43 vs 1 k98 dps upgrade as gren g43s are. Of course, that ignores squad size, and in no way is this meant to be absolute proof for a hard argument. I just think that the cost efficiency probably isnt that far off (if at all).
The main thing I want to get across though is that I think that vet and pop are the issues so they are things that should be addressed (sight range being a definite but minor one, but this may only be because of the other two issues). I think that most other things that pfusis are doing too well or most other things that people think should be nerfed about them actually stem back from the issues of vet and pop (possibly moving dps and sight range, id prefer to be conservative though). I'd rather argue solely for these changes that I'm really confident in, then see what state that would put pfusis in, then go from there.
Good to know. Thanks for doing the research.
I actualy meant the unit as a whole's cost efficiency. I think the upgrade is priced about right in theory (as the upgrade is IMO OP because it's on pfusies in the first place).
PF's are too good for cost. But, their reinforce cost is fine.
They give great LoS, and have a number of abilities that make them a good choice in almost all circumstances. At vet 5 they can flick away any allied infantry not in cover, and they will always fight with the advantage as they can choose engagements with their LoS. I don't think the Sturm officer matters when referring to them. Maybe in larger team games for a couple of minutes, but the officer is so expensive for what it does, always runs the risk of the force retreat, and does not gain vet so never improves.
The popcap needs to rise slightly, and their G43 upgrade may need to come down by one or two guns (I think this makes them likely to get really nasty should they pick up a weapon). OR the popcap needs to rise significantly. OR the popcap can increase slightly and their vet is looked at, with nerfs after vet 1 and especially to the vet 5.
IIRC the upgrade only gives them 2 g43s just like the other g43 upgrades. Someone correct me if I'm wrong. I know for a fact that the g43s don't take slots though, so they can pick up lmgs and bars and the like if they find them.
You really think that their reinforce cost is ok? Isn't it like 24 or something? (not trying to be rude, just genuinely asking). |
So what exactly is this survey email? My attempts to figure it out have been met with random advertisements and two year old coh2 news. |
Its not particularly good. Slightly better than most vanilla mainline infantry.
Well, the base values for long range pfusis with g43s arent that great*
Once you throw in vet, that all gets tossed out the window
To clarify, g43s are almost exclusively a close range (+moving dps +sight range) upgrade)
Huh. I'm guessing it is mostly in the vet then. I know g43s are mainly a close range upgrade but they also give excellent moving dps without actually sacrificing long range dps right? (although I guess that applies 100% to BARs and volks stgs too)
In any case, they do have better performance than their cost should warrant. |