Im surprised it isn't possible to provide a workaround to this. Is it not possible to either: Make the gunner less likely to be targeted than other models, transfer damage from the gunner to other models in the squad instead of himself, or in the worst case, just force models to teleport into the gunner's seat if the gunner is killed? I expect the latter may be against Lelic's "no jank" policy.
I guess i'm not exactly privy to precisely what modders can do, perhaps all these options are simply impossible/unfeasible.
i think its because we cannot import custom models and animations into COH2... unlike COH1 COH2 is alot more restrictive when it comes to modding... this of course bites the game in the butt... |
In what way does the Incendiary Grenade "Completely outclass" the molotov? The molotov has less range, sure, but does approximately the same damage, has no time to "explode", costs 10 less muni, and comes on a squad with a nondoctrinal sprint?
Its downsides are: Requiring an upgrade to use, shorter range, and longer throwing time (Unvetted. At vet the Molotov throws as fast as the Incendiary Grenade and does damage faster due to no arming time). It's not completely outclassed.
range and better vet 0 throwing animation are both important... it means the incendiary nade can be thrown with less distance covered... and plenty of cases where one takes unecessary damage with conscripts that would never occur with volks due to their awful throwing animation
plus the incend nade afaik has a small amount of impact damage on detonation... its quite noticable on low health squads...
Also: As Sanders says, the Incendiary Grenade is OKW's only flame option outside of doctrines. Without it they have absolutely no answer to heavy cover positions, team weapons, and buildings in general. Every other faction has things to deal with these threats other than a flame grenade. Even USF, which has a t0 mortar. Without the Incendiary grenade OKW are pretty fucked early game when it comes to any of these things, whereas Soviets have CEs with Flamethrowers... arguably the strongest handheld flamethrower squad in the game, by virtue of Merge. Molotovs are a "bonus" as opposed to a necessity.
Remember that OKW used to have a Stielhandgranate on volks, it was changed to the Incendiary for a reason.
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OST rifle grenade is unlikely to be effective vs six man crews unless they're all insanely bunched in yellow cover, though, and this is sort of the fault of the team weapon user.
The real issue is that the Maxim and DShK have severe deathloop issues. It's not exactly fair to give them fourman crews while they deathloop as they do, and (apparently?) it's "unfixable". Sixman MG34/42, Vickers, and 50 cals are incredibly good, especially if you are a mental patient who crews them with shocks.
All sixman crews (Even the maxim and DShK) are indeed less vulnerable to explosive attack than fourman crews, also. This is often glossed over.
yeah... id honestly take a 4 man maxim if it didnt have deathloop and had good stats... the problem is deathloop as far as im aware cannot be solved... thats why i prefer to treat deathlooping HMGs as -1 man to its current squad size and just accept that deathloop cannot be solved... soo in reality the maxim is a 5 man MG more than anything else atm... |
I disagree. The ISG is more accurate and has a bit more range compared to the 82mm mortars, but it has worse AOE and more clumbersome handling. In total I'd say its performance is similar to the 82mm mortars and nowhere near the Pack Howitzer's.
its higher accuracy shows though... it much easier to damage squads reliably using the LEIG or the pak howi in contrast to any of the 80mm+ mortars... that or im just not a fan of low accuracy weapons
Incendiary grenades are free because it's the only thing OKW has to fight garrisons early on. Soviets (and Ostheer) don't have to pay for side-tech to unlock flamethrowers either. USF has a T0 mortar and UKF has the T0 Wasp. Molotovs are a bonus, not a necessity, that's why they have a separate tech.
incendiary nades wholly outclass the paid molotov upgrade though... not only that but theyre also in a squad that is slightly superior to the base conscript squad and in a faction which (by your suggestion) pays alot of mp for medics while the other faction gets faust and now medics FOR FREE with tech...
The Soviets and UKF won the majority of matches in the last 2v2 tournament iirc. They didn't seem particularly bad in ML1 and ML2 either. I don't play 1v1 so I don't know for sure though. They are generally fine in 3v3 and 4v4.
SOV has alot of synergy with UKF in 2v2s...although id argue that they synergize with USF a bit better... for one UKF and USF can provide aoe healing and reinforcement for SOV... next both factions provide the much needed midgame support SOV needs in the midgame since the other faction can stand in for SOV`s weakness during this time period... lastly sov in tournaments are usually played with either the airborne meta (which provides the much needed machinegun and midgame weapon upgrade for the core soviet faction) or guards motor coordination (which gives the soviets crushingly powerful lategame with the T-34-85 and guards to counter OST light vehicle rushes)... outside of those 2 doctrines SOV has the worst core army performance ingame...
as for 1v1s sov is objetively in the dust...
https://www.coh2.org/topic/105597/1v1-automatch-stats
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Fausts and weapon upgrades would still take a full BGHQ. Nothing changes there.
HMG and indirect would be available for 170mp/20fu, which is in line with other factions.
the LEIG outclasses all the indirect fire any faction can get within the 170/20 fuel margin... the LEIG is closer to the pak howitzer than it is to the 80mm+ mortars...
it might be wise to make the ISG require a full BGHQ then make some sort of a mortar equivalent unlocked at partial BGHQ or mech HQ that is unlocked by the partial BGHQ... that or the LEIG needs to have its stats reduced...
OKW needs early incendiary grenades because they don't have stock flamethrowers. I don't really see how this is an argument for anything.
im fine with early incendiary grenades... what im not fine with is how incendiary grenades are free with tech while the molotov is a paid sidegrade...
Medics would become a lot cheaper to get indeed, but the opposite (live) is that they are ridiculously expensive compared to all other factions (370mp/55fu or a continuous stream of 45mu).
im fine with the new medic price of 100/5 + truck cost honestly... but only if that price is what you pay the medics for... what i dont agree with was how the changes seemed to bundle medics with alot of other stuff for a low low price... nearly every other faction pays for their medics individually and not bundling it up with tech
propose that medics be a sidegrade in the main HQ similar to the soviet medics...
OKW getting indirect faster would open the door for a Maxim buff. I don't think Cons need anything because of how well they scale now. CE and Penal changes would hopefully give Soviets a bit more options. If testing would reveal Soviets could use more changed I'd be happy to add them, but I can't really think of anything right now. I think they're doing fine at the moment (at least in teamgames), those stats are very outdated by now, but I'd be happy to be proven wrong.
the soviets are known to underperform in 1v1 and 2v2s to an extent... they have piss poor performance in under 20 minutes due to the lack of weapon upgrades a useless machinegun and the overreliance on the T-70...
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why does okw gets healing faust and incendiary indirect fire and a machinegun for 100mp/5+100/15 meanwhile the soviet faction pays 250+80/5+125/25+160/15 to unlock the same shit OKW gets.... meanwhile all of OKWs heavy tanks get buffs whereas the changes to soviet faction are a joke... T-70 nerfs but no maxim buffs or earlygame conscript buffs either... then of course the SU-85 gets nerfed and so does the ISU but sure lets buff every OKW heavytank...
i feel these changes are wholly onesided at least when contrasting OKW to SOV changes... lets not forget that sov is the worst performing faction in the game... |
commandos are a problem ehh? have you ever heard of fallschirmjagers? |
6 man weapon teams , yes that's correct you wern't immagining it 6 MAN WEAPON TEAMS . 6 Yes 6 man weapon teams . You are lucky to get any suppression or ark at all with 6 MAN WEAPON TEAMS. Did I mention maxim was a 6 man weapon team?
deathloop , yes that's correct you wern't immagining it DEATHLOOP . DEATHLOOP Yes DEATHLOOP . You are lucky to get any suppression or ark at all with DEATHLOOP. Did I mention maxim has DEATHLOOP?
also you have a long history of being biased soo your opinion is trash just like achpawel`s |
i disagree with the penals based T-70 free build order... the most powerful build i can think of at the moment as sov requires the use of airborne...
4 conscripts => engineer => dshk => zis 3 => mass upgrade to SVT => SU-76
the general idea of the build is to utilize the powerful combat upgrade that the SVT provides in conjuction with the DSHK (which is an actual workable machinegun unlike another one cough maxim) to beat off infantry while utilizing zis3 + SU-76 to disloge weapon teams...
so far out of all the experimental builds this seems to be the only one that doesnt require a T-70 as a core feature of soviet gameplay... and it is almost entirely reliant on airborne because
1. airborne gives the soviets a fighting chance against upgraded infantry thanks to SVT
2. airborne gives the soviets an actual machinegun that is worth more than trash lmao....
the combination of the two partially fixes the terrible midgame performance of the soviets somewhat
i also like to end the build with a T-34-76... while the T-34-76 isnt that good of a medium tank on its own it does excel at snaring big heavy tanks for an IL-2 strafe... |
This is going to be my last reply since we've gone back and forth like two pages already and I don't want to spam the forum.
Mortars are actually quite good at dealing with non-support weapons. In any kind of infantry engagement, cover is important. Mortars are great at forcing infantry to move out of cover. I'll be honest, I don't know how much experience in the game you have, but I have learned to not underestimate the mortar.
ehh im personally not too fond of mortars... personally i only use mortars for smoking out team weapons instead preferring the grenade as my main method of working out cover to cover fights... at least... ever since the great mortar nerf...
Yes, flamer 251 is very good at dislodging defensive positions. That is if the defensive position does not have a ZiS gun. The reason 251 is meta is because you can rush it. The reason M5 AA is not meta is because there's not much reason to get it when you can get a T70.
perhaps... but that remains to be seen... imo the Flametruck is still kinda better than the M5 especially due to the massive shock value the unit has in contrast to the more support oriented M5...
As for the larger squad sizes - of course indirect fire is AoE. But because larger squad sizes means they are often more spread out (along with the extra men), indirect fire generally isn't as strong against large squad sizes. If you were to tell me that Conscripts were not more resistant to rocket artillery than Volks or Grens, then I'd have to say either you've never played Axis or you're just lying. As for the sniper, yes, the Ostheer sniper fires faster, but now you're ignoring the actual point, which is that it still takes longer for the Ostheer sniper to take out a Conscript squad than it does for a Soviet sniper to take out a Grenadier squad. Furthermore, the Ostheer sniper is much more exposed because he has to take more shots. Finally, yes, 6 man squads mean you have to spend pretty much the same manpower (sometimes more) on reinforcing, but keep in mind - 6 man squads can hold the line much longer for you to bring other squads and team weapons into the fray. 6 man squads are also harder to wipe (especially on retreat). This is something you can't deny.
vs rocket artillery yeah id rather have a conscript... but vs mortars leigs pak howis and other non howitzer tube artillery id honestly rather have the grenadier... the model are dispersed enough that the tube arty only hits 1 model at best instead of damaging 2-3 models of the conscript... rocket arty on the other hand along with howitzers have a large enough aoe to damage multiple models for both grens and cons alike...
yes the ostheer sniper takes more time to kill conscripts and also suffers from having to pop up more... but it also cloaks faster and has a scary vet 1 ability which can be used for countersniping... it also has lower aimtime afaik making it easier to countersnipe...
as for 6 man squads vs 4 man squads holding the line im not entirely sure here... conscripts with 1.09 target size will die first to small arms fire when compared to a unit with 0.7 target size all else being equal... |