Unfortunately, it does. It's a regression from Dawn of War II, where clicking a building with a grenade ability made the squad throw it into a window of the building and damaged everything inside.
It's utter idiocy how it works in CoH2, with the grenades flying through building walls like they're not there and basically behaving like the building is just a hologram on top of a piece of land where units are sitting and have a cover bonus.
If Relic regress more basic, sensible things in CoH3 like they did in CoH2 after DoWII (the aforementioned garrison regression, AT guns regressing into not snaring vehicles they hit and allowing tanks to hard counter their own hard counter, HMG teams not suppressing everything in their arc of fire by waving the MG all over the arc constantly), it'll be dead on arrival. |
It's bloody spacing...
And NOT just in cover, like someone above pretended.
There are COUNTLESS situations in which units will bunch up into a tiny spot for no good reason, including on the move, when exiting buildings, moving through gaps in walls, vaulting walls, etc. etc. etc. -- all the time.
I've had my units instawiped by every Allied mortar, I've instawiped units with the Ostheer mortar but never the LeiG, since it's utter trash that has no splash and no redeeming qualities whatsoever (terrible damage, no splash, and can't retreat, like some kind of sick joke, only downsides, no upsides).
If there's one thing wrong with mortars is that it's EVER possible for the first shot to hit a unit directly. That simply shouldn't be possible, yet I observe it all the time. First shot fired, hits instantly, either wiping several models or wiping the entire squad. |
It's not the mortars. It's the model spacing, AS ALWAYS.
They've promised to fix this SEVERAL TIMES now across several major patches, and squads are STILL being instantly wiped from full health by a single mortar shell, grenade, etc.
Squads STILL bunch up in a tiny space for no reason, still take absurd damage from explosions while in cover, and still refuse to spread out wide anywhere except when standing in an open field.
The simple fact is that the devs can't fix the squad spacing issue. It's been promised, it's been attempted, and it appears to simply not be possible.
Currently, there are two states for a squad: bunched up so tightly that a single mortar shell wipes the entire squad from full health, or spread out so far across half a square mile of open terrain (especially the five and six man squads for the Soviets and USF) that a grenade or shell can only hit a single model.
Model spacing is SCREWED, and mortar/explosive problems are a symptom of that core, critical issue. |
They do though. In practice. The numbers, the unit stats don't matter, at all. Every single time an infantry unit walks into an HMG cone and gets fired on, it WILL get suppressed, even if it just grazed the cone, because one burst from every HMG causes suppression.
Yet at the same time, HMGs in CoH2 don't behave properly, like they did in Dawn of War II. Instead of the machine gunner waving the MG throughout the entire cone and laying down suppressing fire throughout the cone, he just fires at a single squad at a time, so unless the squads are right on top of each other, they don't get hit/suppressed.
HMGs in general are a terrible unit that's both unbalanced (in favor of Allies due to more DPS) and unviable (in favor of no one, since not being able to stop a blob of infantry makes everyone who uses HMGs equally screwed against such mindless "tactics"). |
Learn to play? This is objectively incorrect UI/UX design.
The number on the tooltip for a heavy weapon must be the number of units it will take YOU, the player, with the faction you are currently playing, to recrew that weapon.
You can scream "git gud" all you want, but that doesn't change the facts.
UI/UX design isn't a matter of opinion. It isn't subjective. It isn't up for debate. But UX issues are the least of Ostheer's worries. |
Despite playing since launch, I only found out about alternate access roads on maps roughly half a year ago after randomly calling in Panzerfusiliers on one of the 1vs1 community maps that was removed from the pool recently and then reading about it online though only to the extent of finding out that these routes do exist.
Is there a guide anywhere that lists all access points in all maps (preferably highlighted on map screenshots) and explains how you're meant to use them (I'm guessing by placing spawn flags near them, but I'm not clear on how near/far they have to be placed or any other such specifics)?
Or if there isn't, does anyone have the time to make one? |
CoH2 is the only majorly known WWII game out now (as far as I'm aware) that actually has the right balance of flavor and legally mandated restrictions (no swastikas because then the game wouldn't be allowed in Germany).
The voice quotes are full of flavor, both humorous ones, and passionate ones, and a mix of the two. It also boasts great sound effects (still the best G43 sound effect of any WWII game).
If they censor the content for PC reasons or don't put enough resources into production quality, it'll be a dead game no arrival. |
I keep saying: Volksgrenadiers deal no damage with their default rifles, and that's a problem.
Now they also don't deal damage with MP40s.
And two StGs do nothing against mid and late game infantry.
So what's the point of Volksgrenadiers? They pose no threat, to anyone, under any circumstances. Not at long range, not at medium range, and sure as hell not at short range.
All the while every single Allied infantry squad is brutal at either one or several of these ranges and has actual non-doctrinal grenades (speaking of which, the fact that incendiary nades have a timer while Molotovs don't is the biggest FU Relic has ever openly given Axis players). |
How would it be if MGs were more like the Brit MG. Where it inflicts damage but does not suppress right away
Since when does the British MG or any MG not suppress right away? Or according to what source, the patch notes? Because in practice, all MG setup squads suppress the same, regardless of suppression output stats or anything else, as evidenced by how impossible it is to walk a unit out of the cone once it's in there even on the edge.
In fact, that's the one thing that doesn't make sense about HMG squads: they all suppress in the same amount of time, but some get to deal heavy damage to the point of being hardcore garrison counters, while others barely deal damage to units on the ground and out of cover.
I don't understand how that's supposed to be balanced, but since all HMGs are really used for in the end is suppression, it isn't as huge of an issue as some others. Still, having an MG42 team in a building, then watching a British HMG garrison a nearby building, get shot at while setting up, and easily win the engagement with the MG42 team is just BS, and everyone knows it. |
It's not that regular infantry needs suppression. It's that machine guns need ACTUAL suppression for their ENTIRE cone INSTANTLY, the way they do in Dawn of War II.
As long as you can send three squads directly into an MG's cone of fire and only have one get suppressed while the machine gunner fidgets and the player has to manually right-click all three, machine gun teams will remain a liability.
As for combined arms in general, it's perfectly viable for Allies because of their powerful per-squad infantry. Ostheer squads have no survivability and thus get chased away even when employing combined arms, while OKW have no damage output and thus get outlasted.
This all stems from the idiotic math employed in regards to unit costs, even though that shouldn't be at all how it's done because at any given moment, in any given engagement, any one unit only deals damage to a single enemy unit, so on a granular level any faction that has more powerful forces on a per-squad basis is going to be more powerful regardless of manpower or any other costs. |