The MG42 does very little damage vs. infantry, it only really suppresses/pins (low MP drain)
The MG42 can only auto-fire in a small arc, and won't automatically turn to other directions
The MG42 has 45 range, roughly half of the PAK's 80 auto-fire, and 1/4th it's barrage range
The MG42 can be beaten by smoke, which is plentiful for USF units (mortar, REs, off-map)
The MG42 MUST be in combat range (i.e. its targets can fire back) to actually do anything
compared to...
The PAK does massive damage on hit (high MP drain)
The PAK can auto-fire 360degrees
The PAK has 80aa range, 160 barrage
The PAK will fire on anything within the players LoS (and range), since it's IDF
The PAK can sit behind shot blockers or other obstacles, well outside the combat range of its targets
On top of that, the PAK is firing almost exclusively on 4-man squads, with 30mp+ reinforce costs. Two direct hits, and that squad needs to fall back and pay 60+ MP to reinforce (+ heal time).
If the MG42 was able to spin 360 degrees, had doubled its current range, and could fire on units when LOS blocked by smoke.... then yes, we should nerf the MG42, because it would invalidate an entire faction's design (or more).
Mg42 can spin 360 degrees as much as pack howie can lmao. They both have to teardown and setup to fire and both have arcs.
Why we're even comparing mgs and indirect fire is beyond me though.
maybe have it a timed activate ability too to restore the old function for like 30 second and 1 min cd
I really don't see why that's needed though. Valentine used to be able to do what IRHT does in live and people complained it was OP so they removed it. It's IMO kind of a dumb mechanic. Maybe a timed sight boost instead but having passive minimap sight is still pretty damn strong for 200mp, 5 fuel.
Gammalulz bomb out of stealth is 100% fun approved
Use riflenades out of ambush camo for maximum lulz. Sure, you can only do it defensively but there's no timer and callouts are still bugged for it lmao.
IR HT definitely requires a rework. Perhaps just give it minimap spotting like the observation halftrack from the new Ostheer commander (minus the flares and camo of course.)
Yeah that's a much better solution, and cost would actually be representative of its effectiveness (instead of it being wayyy to cheap for what it currently does). I like that.
Making a faction rely on call in inf to have functional mainline inf is bad design in my opinion. It renders many of all sov commanders useless.
Also cons are not so cheap to reinforce.
- Cons: 240 mp 6 man 20 mp to reinforce. 240÷6=40 which means reinforce is 50% effective.
- Volks: 250 mp 5 man 25 mp to reinforce. 250÷5=50 which means reinforce is 50% effective.
A unit with bad reinforce cost would be Obers which have only 20% effective reinforce cost.
So volks and cons have the same effective reinforce cost but volks is a superior unit that can perform early, mid and late game. Gets utility through natural tech progression and have good non-doc weapon upgrade. Able to reach vet 5 on top of this.
I agree that the 7 man thing is actual good for lategame utility and makes merging and zerg rush for snares less risky.
If you don't want to be shoehorned into using doctrinal shit to make your faction work go play axis lmao. Kinda just something you have to deal with. It's not even that much of an issue since there's literally like over 10 commanders that either have elite inf or weapon upgrades (ppsh, svt) for cons.
That math makes no sense; it has no practical application in the actual game. You just divided build cost by squad size and came up with a random number. Comparatively, they are much cheaper to reinforce than all other mainlines, the next cheapest being volks at 5 more to reinforce, which is not insignificant.
If anything the Jackson needs a slight health buff otherwise it's fine the way it is. Like you said it's your only really good AT weapon most of the time as USF. The days where the Jackson had barely any health were pathetic. You could blitz the Jackson with an Ostwind and come out on top it was sad.
Go to coh2.org's replay section or to spectate ingame, search for any matches with "Guard2707" playing as UKF, he always gets Commandoes. Follow his Commando squads ingame, see/copy what he does with them, he's one of the best Commando users in coh2. Here's an example of a match he's played in, haven't watched it myself: https://www.coh2.org/replay/93394/2v2-cb
+1
Unit doesn't work without camo, but with camo it's in your power to win every infantry engagement unless they have IR obers or over 3 squads or you get suppressed.
One thing that bugs me though is that the IR HT counters commandos so hard for basically no user input at all in addition to maphax and is one of the cheapest units in the game. I get it's realistic or whatever but its camo detection should be removed IMO just because it's a stupid mechanic gameplay-wise.