penals cooldown are u kidding me? and things like grenadier with g42 wipe the hell out of things and pgrens are wiping machines? penals dont need another nerf they already are manpower sinks. all these ppl complaining about penals like they are op theres nothing wrong with them. i dont like this change at all. then u change grens to 6 pop on top of that to make it even worse. if it was only the gren pop decrease fine but added with penal chase nerf thats horrible. do the same to grenadiers then if u going to do it to penals its not fair. buying penals makes u go inf killing only not like the sticky satchel ever work or anyone wants to get ptrs...
Penals are ok, they're mostly just boring to me. They're like riflemen with practically no utility in my mind. The thing about grens is that their veterancy is kind of wonky though. No combat bonuses at vet1, +40% accuracy at vet2, but no survivability buffs, then they get all around better at vet3. Their vet does skyrocket once they get lmg42s though, so it's not a huge issue. The pop decrease only really matters in the very late game though, and by that time grens are less powerful than, say, rifles or tommies (double upgrades) and are also more to reinforce and a smaller squad size. |
Thread: Maxim.4 Jun 2017, 22:57 PM
Suppression is decent vs OKW with all the mg bulletins equipped(5% sup, with dbl 4% faster fire rate), and somewhat ok vs Ost.
Yeah I've found that it's serviceable if you start shooting at max range, but I've still had instances where squads just run up and made the maxim (they usually do get suppressed, but still crawl close enough to pop a flame/rifle nade. The inconsistent aim times are definitely annoying though.
I think another thing is that it's basically a regular mg with a smaller arc, but bigger crew and faster teardown time, but has much less competent infantry to support it (conscripts compared to grens or tommies). I only ever bother using cons with a doc that has ppshs for them now, and even then they barely pull their weight. |
Allowing engineers to get vet by repairing is incredibly exploitable, just park a tank in base and shoot it a few times, rinse, and repeat. Either the extra xp will be so low that nobody gives a shit, or you will 100% get farming.
It also makes it even more punishing to damage tanks without fully destroying them, which I think unnecessarily buffs the aggressor.
Better to make engineers get extra xp from sweeping mines. Impossible to exploit that, and gives your opponent some counterplay.
What if sturmpios had this too? Kubelspam would create unstoppable SS nazi death commando monsters (vet3-5 sturms in early game) in about 5 minutes of near-death kubels being repaired by a single sturm squad. |
I can see what you are saying but from a defensive maneuvering standpoint, they would work quite well. The British Infantry are very vulnerable when out of cover and their moving accuracy sucks. The smoke helps give them more opportunity to re-position when things get dicey in clearings and such.
Infantry sections still get suppressed too, and smoke would be especially useful against the flakhq as well. It would also just add a little more to the frankly unappealing pyrotechnics IS kit. |
the difference is:
Katitof revealed his playercard
I can put player card up if you want. Not really hiding it, just no one ever asked. |
remove
Yeah. That was my point all along and a lot of people going off and saying "soviets could get frp from m5" or "arty counters it it's fine"
Wtf. |
That'd be pretty cool, especially since hammer-oriented players' only smoke option is the cromwell's smoke shell, which is useful, but pretty limited and small-scale. |
You know, I expected something like this. Who said that artillery should be great at killing mobile troops(especially since you asked about killing FRP)? Pack Howitzer is good enough, maybe a little range increase on the auto-fire would be nice. Mostly, USF just go double mortars anyway. The Brits have no problem whatsoever with the "trench warfare" in CoH2. They are better suited to it than any Allied faction. And just so you know, when you see more OKW than Ost in the enemy team, MAYBE it would be suitable to go for a doctrine with artillery, like Infantry or Tactical Support, or any other with call-in artillery(Mechanized, Recon Support, Armor). There is more than enough artillery options for the Allies in this game.
When the hell do usf ever go double mortars? And have fun trying to get your major into range of their frp. That's the oddest thing I've ever heard. Plus, everyone's missing the point; it's not a question of who has them, how to counter them whether pak howie is balanced(?), it's just that they're stupid and encourage blobbing and shitty infantry play no matter which way you swing it. |
Good work mod team! Current patch is huge improvement.
1. I think there's a strong argument to remove all forward retreat points. Soviets and Ost don't have them so suffer greatly in terms of map control.
The only one I can see being balanced is the Brit glider, seeing as it's doctrinal and easily destroyed.
It messes with the suppression mechanic. It means blobbing as Brits, US, OKW is ok because you can just retreat, heal up and get back on the field quickly.
I play almost only OKW and I'd be glad to see FRP be removed for all factions.
2. Also, Brit medpacks mean IS can absorb some damage but stay out on the field anywhere and even heal up other units. Compare that to the other factions who have to: pay munis/build medbunker, risk losing ambulance, risk losing FHQ.
Yes! I just made a thread about this with the exact same point actually.
About the medpacks, I think they are about unfair, but funnily enough, the fact that they are there makes me soft retreat my IS's a lot more if they, say, take a non-lethal mortar round or a rifle nade to the face in heavy cover. I don't really have any suggestions on reworking it without making it really really shitty though. My only point would be that once I upgrade my platoon cp, I never go "man, I really need to choose between pyrotechnics kit and medical kit" I just click the healing one. This is both because it's really good, and also that the alternative is mediocre at best without airburst shells. I also only make two infantry sections, so that might be a part of it too.
I just realized soviets don't have any way of healing on the field. Rip. Usf gets ambulance/medics, okw get battlegroup, healing with vet, and sturmpio boxes, ost gets bunker and vet1 medkits, and brits get IS medpacks and vanguard ops medics. Soviets get nothing vodka(?) |
I think everyone should just get them. They're a risk/reward feature since you can easily arty them, and they help to alleviate the bore of retreating on massive maps like General Mud.
That's one side of it (I've had epic moments ambushing freshly retreated blobs of 1-2 man squads with commandos ) but the other side of it is that it still massively encourages blobbing and devalues forcing retreats and strategically pulling back. If vehicles had retreat buttons I think that a lot more dives would be going on. It's not quite comparable, but you get the idea. Actually, it's more like ridiculously fast repair speeds in the sense that it seriously mitigates the consequences of mistakes and/or downright bad play. I think a lot of people would think twice about blobbing up all their infantry and chucking them at the enemy if they couldn't just retreat and be back in 15 seconds to do it again. |