As a soviet spying on the enemy team, the thing to watch out for is your enemy seeing your puma and half-track and going SU-76 instead of T-70. In the right hands it can wipe squads as well as vehicles.
Can you have this mod with something like the cheats command mod for quick comparison?
This does seem like something that should be part of the main game already.
Maybe the developers thought people would look at the numbers and percentages and get turned off? Since being a more accesible RTS is part of COH's image? That's the most logical reason I can think off as to why the stats are so ambiguous in this game.
The T-70 has been my MVP unit for a lot of games. At a lot of lower levels, they don't bother putting defensive mines to prevent base rushes. I'm not sure what rank you're at, but if you're at lower levels, you can be really be really brave with that thing if you get it early.
a few tips about the T-70:
Keep it alive, even lategame it's useful as a spotter for commander abilities and long range weaponry with it's recon mode. You can probably use it like a kubel and just harass the enemy's capping points.
Microing the T-70 gets a bit easier as it gets vet because a three star light tank is going to be moving at light speed so it can avoid the late game threats a lot easier.
The reverse key is your friend, it will probably save more tanks than an AT gun. If you can, when you see a threat, try to reverse behind a house or a high piece of cover, even pros make the mistake of reversing in a straight line from the enemy instead of breaking line of sight.
Of course, your best bet is to push forward with infantry to look for AT weapons so you don't get any surprises, but it isn't always possible.
With your AT guns, put them on vehicle only mode, I've probably been saved from losing a valuable tank countless times because the AT gun exposed itself by shooting at infantry.
Conscripts in heavy cover can probably go toe to toe at long range, if both are in green cover, RNGesus decides the winner. But anything less than green cover and conscripts are only good for stalling at long range.
I don't know why but my conscripts cant even beat 1v1 a grenadier who was walking out of cover for a long time while in superior cover at close range?
Like I guess even then its probably a close toss up but I lose that sort of match up too frequently that I'm just feeding vet
I've had this same problem with cons. I think cons are quite micro intensive because of how fragile they are in anything less than yellow cover.
I say just keep playing cons and watching replays until you know what situations to use oorah (pros often use them to move AWAY from units and get into better cover or to get a better retreat path)
and which situations you just accept as unwinnable for your comrades and retreat.
Because there's only so much the strategists can tell you about those kind of specifics.
Some finer points on micro (sorry for the walls of text)
That early game wipe on the sturms showed that you have some good micro skills, but you are getting way to close to those short ranged units. At some points in the replay, you charged your bolt action rifle squads right next to those STG44s, you didn't seem to get punished as much as you could have, but it might have gone much, much worse with sturm DPS.
That first penal engagement with the sturm probably could've gone better had you soft retreated to the green cover truck behind you instead of advancing toward the sturms.
You would've taken less damage and less model drops and would give your units at the base more time to heal and push out.
Also, the nerf to accuracy you get on moving squads is 50% as bad on penals compared to other units. So charging the enemy or changing cover is less punishing with penals.
I saw that during the engagement where you lost your first T-70, you kinda waited for the satchel charge to explode. Had you been faster with your retreats instead of staying quite still for those one or two seconds things might've gone very differently.
16:36 shook me to my soul, all those units blobbing across negative cover and coming up against a tank with ok AOE is an absolute no no. Nothing came of it, probably because you spooked him with the AT and the mark target, but try to avoid that.
Disclaimer: My playercard record is nowhere near stellar. Take my strategies and advice with a pinch of salt. As you do with anything on the internet really.
About the third replay you showed in this video,
With a penal and conscripts build, you generally would choose a doctrine with PPSH cons so your PTRS penals and cons make a great balance of AT and AI.
I think it was a mistake to start making guards after kitting out your penals with AT weapons since upgraded penals sacrifice quite a bit of AI (How much AI is exactly lost I'm not sure), and guards require a lot of munitions to be effective against infantry with those LMGs.
I agreed that getting the SU-76 against the flak would've been a better play.
And you need to panick less. I don't think your micro is bad just because it is. Had you kept a calm head during those intense engagements, you would've picked a better doctrine and probably won more overall engagements.
Also, despite what I just said about your micro, micro and your build order, which you mentioned in your video, were the key factors in your defeat.
I'm always curious about how mortars are portrayed in games.
I assume standing around and waiting for your superiors to tell you to move your artilerry piece o.05 inches to the left wouldn't make a great game, so we don't really get to see much of them in games.
In some games, we don't see a mortar at all. We just hear the characteristic whistle and the explosion that can't really hurt us because "plot"
And in some games, we get to utilize friendly mortars in the form of flares or signalling smoke. I remember playing the new COD campaign and the artillery hit the mark with 100% accuracy. I imagine before shooting the operator jumped into the air and spun 360 degrees.
So with that, can anyone give me some stats about artillery (mortars particularly)? How effective were they in an active battle? How were they even aimed and fired? How can someone look at a particularly colored plume of smoke and say "welp, gotta shoot over there."?