BTW, has anyone ever tried commandos with 2 Brens? They're amazing! Dunno if this was mentioned before of if it is common knowledge. |
Possible solution in my way of thinking:
3) Make a duplicate of the "Bolster squad" upgrade for Ostheer too,after you have unlocked Battle
phase 2.
(That way both axis armies have 5-man squads)
I can only disagree on this. Ill leave a copy- paste of a post on Steam that summerizes the entire debate around 5 man grens.
''The main reason people bitch about Wehrmacht infantry performance so much is that mid range is not their domain with the very exception of spamming G43 grens. If you aren't any good at setting up things to account for that, you will fight at a disadvantage. That they are individually great tools at their respective range is rarely considered though... Better get 5 men mid- range Grens to compete...'' |
Do British IS need 5 men? I feel a bit 2sided on it ever since british got released.
On the one hand, it obviously improves their survivability which is needed later in the game when heavier weapons and more dangerous AOE weapons come in making it a must in order to let those vet3 sections live longer.
On the other hand it goes hand to hand in making british IS dominating the long- range firefights, something that a large part of the axis roster relies on to combat the allies. Ofcourse it is part of the faction design from the very beginning to have long ranged mainline infantry, but having 5 man and 2 Brens for each individual squad seems a bit too much to handle sometimes and is way too predictable in my opinion.
It's why i made this thread, just to see if other people feel the same(or the other way around), as it is barely discussed from what i see in this forum or on Steam. |
I think bases need to pick up and move like StarCraft and need a little more late game health to make the faction more interesting.
This isn't starcraft though, this is Company of heroes.
If you want moveable bases, play coh 1 as the brits. Your suggestion has been debunked from what i can see in the comments. |
Base healing grants experience to the base. Repair healing grants experience to the base unit. Not sure what the problem is? Did you read the post? Why can't the bases themselves gain veterancy since they are more unit-like than the other structures? Don't need to apply this mechanic to normal units.
Ofcourse i read the post, otherwise i wouldn't post it in the first place.
Bases are not unit- like in the slightest. Perhaps british emplacements are a exception, but those don't repair/heal other units.
The only thing this suggestion would promote is a camper's heaven, as the player does not need to put his buildings/units in combat in order to gain veterancy. This camping- like playstyle is really what hurts larger matches like 4v4's where teammates sit on the fuel point doing nothing, while everyone else is fighting at a numerical disadvantage. In 1v1's, having these experience- gaining bases would be ridiculous as a single truck that sets up and doesn't get destroyed gets more powerfull and rewarding for doing basic stuff like healing/repairing. All the other factions supposedly don't have this, putting them at a disadvantage.
Simple as that. |
'Healing grants experience, repairing grants experience''
Aight, but only if it were to apply to other units too like ambulance, RE, sappers, combat engineers, pioneers, sturmpioneers, vehicle crew, etc etc...
See why it won't work? |
''The main reason people complain about Wehrmacht infantry performance so much is that mid range is not their domain with the very exception of spamming G43 grens. If you aren't any good at setting things up to account for that, you will fight at a disadvantage. That they are individually great tools at their respective perfect range though is rarely considered... Better get 5 men mid- range grens to compete...''
^^taken from steam, regarding a similar thread some while ago. It sums up how i feel about grens, and what the current problems are with Grens. |
If Conscripts get 6 Ppsh their DPS should probably be adjusted.
The point is that long range weapons like bolt action rifles and short range weapons like smgs should not be available in the same unit.
That sounds reasonable, but i don't feel too well with having such cheap units having 6 SMG's in a single squad, let alone multiple. Something has to be taken to compensate for the raw firepower, perhaps the AT snare, flare mines or oorah or anything else/a combination of the 3. |
Pppsh conscripts are OP:
1) They should not have a weapon slot once upgraded
2) They should not have access to the defensive "hit the dirt" ability (which should be timed and not toggle)
3) One should not mix bolt action rifles with smgs. The upgrade should either replace all 6 weapons or should give access to 3 SVTs to pre-patch Penal levels.
Finally all smgs should have minimum range set to 0 while all bolt action should have minimum range set to somewhere between 5-15.
Point 1 and 2 are things i agree with, but i disagree on point 3. I'd rather not have 3- 4 squads of cons with SMG's running around like rambo's wrecking infantry and vehicles left, right and center. |
I've been saying this for ages and continue to say it: upgrades and veteran bonuses are NOT the answer to inherently unviable units.
You have to make the BASE, default, vanilla unit truly THREATENING, just like Allied baseline units are truly threatening.
Volksgrenadiers deal no damage, and Grenadiers lose their first model and 1/4 of their damage in the first second of every engagement -- no threat whatsoever.
Suprisingly, a random axis main joins the discussion in a thread that is dead for a month, and puts in a raggy- ass description filled with misinformation for no logical reason. |