Yeah, Paras fit it nicely, they really just need to be to a normal 3cp drop with mines or cloak and Pershing feels out of place in Recon.
For me, swap Mechanized Co's Recon Overflight w/ Combined Arms. If the M3 is ever promoted from a 2cp, 40 fuel Soviet scout car to something remotely usable, Combined Arms would provide some really interesting synergy later in the game.
Lol thompson paras with cloak would literally be the end of all infantry firefights.
Why any usf commander has aerial recon is beyond me. It's like giving them call in vanilla riflemen. |
Overall I would say that the two units are so different that any real comparison is a bit strange. they are neither mutually exclusive nor dependant on each other and both can be used to effectively support you on the battlefield.
They're different but if you try to have both at once you are probably going to have a lack of mainline infantry that will probably make things much harder. They also both fill the long range support role, just in different ways. |
There might be using scar. We could bind a command to a button that changes the used squad-ai file for the squad. It was done in some missions from COH1 (namely the first one/D-Day, to disable the attack plan for the defenders). The WW1 mod for COH1 has a good example of a hold position button.
Edit: Just found it in Coh1. There's a action called (ai_plan) that lets you overwrite the squad ai. You could put that on a ability that changes it to a empty plan, and wha-la, squad-ai is disabled. Sadly, I dont think this is in coh2, as I dont remember seeing it as a available action.
Ah that's a shame. |
Comparing pioneers with (doctrinal) mainline infantry..
Soviet mortar is an outliner, how about mortar pit, pak howie, scott, 120mm mortar ,katjusha, calliope, lolmatress hm?
They are on par if not more effective than ost indirect fire..but of course at your elo you probably play versus armies of assault engineers and royal engineers (you even fail to see that they can be upgraded to a 5th man )
What can engineers not ever get wiped? Oh, and they're 100% free to replace and veterancy doesn't matter at all for them, that's right. Mortar pit, pak howie, scott, and 120mm are all wayyy more expensive than the ostheer mortar and come way later. Scott is also comparable to brummbar, which is more expensive but has more hp and a bigger gun but shorter range. The brummbar also has pinpoint attack ground accuracy. LM is arguably worse than other rocket arty because it's super unresponsive, and they made the rockets take a reasonable amount of time to unload. The other stuff is basically better than their counterparts.
Even disregarding model count, squads can still clump and easily be wiped out by indirect fire if you leave them alone. |
There's times I would want it, and times I wouldn't want it. I think it's only practical if there is some sort of toggle. I don't want to tell my sniper to shoot and have him decide to dive into cover instead.
Is it possible to make it so it will only activate if the unit hasn't received in order in say, 10 seconds? Would fix the the silliness of missing a squad and having them stand in the open being mowed down. I see it more as a useful crutch for lack of fine tuned player control, in situations where it isn't needed. The leapfrogging on move orders is a useful and pretty cool feature, that would be completely unreasonable to expect a player to do. Just need to balance it out in a way that doesn't interfere with orders. I would love something like ctrl+click as an order with different movement mechanics.
Yeah it'd be really nice if there was some way to toggle it like hold fire. |
They cap the same i think, but with Brit Squads being slower on the field than OKE capping power, the disparity may be more.
IIRC kubel caps at 125% normal rate ( not +125%, just for clarity). I'm pretty sure IS cap at normal rate. |
It effectly deletes valuable Vetted and upgraded squads over the course of a game. Sturmtiger is better for wiping squads obviously but comes later and is doctrinal, indirect fire wipes ostheer squads from pretty much early game to lategame.
It's not just ostheer that gets wiped by indirect fire. Happens to everybody with pretty much any indirect fire platform (mayyyybe not soviet mortar) if there's more than one and the squad is clumped. And let's not forget that ostheer has basically the best mortar. |
Tanks should all one shot each other in this game if you're going off of realism because engagement ranges are like <60m for pretty much all mediums and TDs. |
And don't forget that merged units are still Con models so they inherit Cons' worse RA.
That's why merge is good for support weapons, who have I think like 1.25 RA by default. Same thing makes merging them with shocks, guards, or even penals a bad idea. |
coh2 is not balanced, especially in team games.
This guy is trying to make you save time because, even if you can still win sometimes with USF at low ranks, you are going to get mad very quickly when you outskill your opponent and still loose.
The current meta in team games is :
Artillery
Machinegun
Heavy tank
Blob
USF has no descent artillery, its machinegun sucks and is only in T1, no heavy tank except Pershing so i would rely only on Riflemen blob.
Upgrade them with 2xBar, some with bazooka and make a big blob of the death running around.
Your blob will get rekt in a matter of minutes by any good player, but it can still works at low level.
Just wanna point out that calliopes are probably the most powerful unit for usf in teamgames lol, and one of the best rocket arty platforms period. |