It's fine and it also deals damage to your OWN units if you dare to walk through it. Also, the effects are the SAME for friendly units, so what's the deal here? It's a tool that forces the Sim City Wehrmacht to move away from a position. It slows down the targers and reduces their HP down to 1, which means that USF infantry (and Allied infantry in general) can kill them as if they were flies.
The other option available (since you're complaining about Allies) to Allies is something called artillery spam, and trust me, it is WAY worse than White Phosphorous. So pick and choose
PS : At some point, you should stop complaining about every tool Allies have. "This is op, that is op, my grandma is op, my mom is op..." and so goes on. |
Although i play with Paratroopers (they are my favorite unit in both CoHs) i'm strongly opposed to this. They have the "Tactical Assault" ability which is just devastating. And also, they are designed for harrassment behind enemy lines. It would be good if Paratroopers could reinforce anywhere in the map, like in CoH 1. |
And then Rangers come into play and just destroy everything in their path by just walking through your units. There's no need to even focus fire |
And then Allies bring Commandos, Rangers, Paratroopers, Shock Troops and Conscripts with PPSH and you just rage quit because they will shred your blob into pieces like it's a piece of paper.
Rangers lead the way! |
If you're a new player to coh2, this is quite common. Experienced players will base rape you because they can. It happened a lot to me and my friends before we got a real handle on coh2.
They'll just rush your base, kill you in your base, and rocket the shit out of you. Allies do it, Axis do it. You'll just need to hone your skills and get more experienced.
I promise you this isn't a problem when you get some hours under your belt. All rocket artillery can be 1 shot by any AT gun/tank now. Most of them are very vunerable to small arms fire as well. Sometimes I would even just dive a T34 to murder them =)
I actually don't experience that anymore, i just bring my artillery earler than them. I played a game some minutes ago. 4 Rifles, 2 Calliopes were more than enough to stop OKW's advance. |
It has inferior AI abilities than the Panzer 4 when it shouldn't so no its not really that balanced.
I have one shotted many squads with it, but i guess it's just RNG. Also, it's better to have 2 of them, than having 2 regular Shermans |
It's pretty good, you can use 2 of them as shields while Jacksons use their superior range to damage enemy vehicles. I believe that E8 is a pretty balanced tank, with 50-50 AI/AT capabilities. |
I think if axis are building layered defense in CoH2, you're not applying enough pressure. I don't even know what you mean, to be honest. In all my games the axis fights you with all or almost all his force at all points in the game. Not to do so would surely spell defeat. It would probably help your case if you had some replays to help illustrate your point.
I mean that Wehrmacht creates 2-3 defense lines. On the front they have machine guns, and right behind them, they have a bunker for example. So, when you try to smoke the MG to bypass it, the bunker behind the team weapon pins my troops. |
Fire and maneuver is easy to do when there is a single line of defenses. A smoke can do the work, while Allies push through in order to wipe and/or force MGs to retreat. In late game, things are easier, since Artillery is available.
But what happens where there are multiple layers (eg 2-3) of defenses? How can we counter what? What are we missing? (early/mid game) |
Once again, suggestions based on statistics from this topic: https://www.coh2.org/topic/81227/second-commander-rework
Starting with Armor Company:
Assault Engineers feel underwhelming even for a starter unit which is able to upgrade to flamethrowers, the M3 Grease Gun does not provide enough Close Quarter firepower and they're too squishy as a 4 man "assault" squad.
Should be given a 5th man as in the Ardennes Campaign or replaced by Cavalry Riflemen in my opinion.
Elite Crews is too much of an useless ability that's better off just flat out replaced by something like an M8 or Tank Reserves from Mech Company which would make more sense since they'll either compliment or directly support your Armored Units, altho I agree that there would be a bit of an overlap with the regular Sherman bulldozer and 105 but then again you could still just skip the regular Sherman to get a 76mm one with 105 support.
And lastly, the M10. Since this unit has received a nerf to it's crush as well as being tied to the Major in terms of tech it's been a used a lot less as it's main point was having a good mobile unit that came earlier than the Jackson at a cheaper cost but could still fight enemy armor when microed correctly, something which is right now 2/3rds not since it comes so late now and not at a cheap cost at all if you have to get the Major first.
Tactical Support Company:
Currently there is nothing outside of the Calliopes combined with the M5 for air cover that's really "tactical" in this commander, something tactical would be an upgrade to Thompsons for Riflemen or giving them Sprint/Flares like in Rifle Company would be in my opinion.
When I hear "Tactical" I think of some small unit tactics conducted by specialist units in mostly a close quarters or urban environment, such as the Operations executed by the current special forces right now like Seal Team Six or the SAS. Or at least that's my own opinion, I could be entirely wrong about that.
Regarding Tactical Support Company, they could combine US Special Forces (Airborne, Rangers or Cavalry Riflemen) with a mechanized group, similar to Ost's truck (don't remember the name) along with Calliope and maybe some kind of soft or heavy bombardment. Another option would be Special Forces infiltrators, but this is something that currently doesn't exist in the game for USF.
Also, the commander is kinda tactical. Calliopes provide a helping hand prior to an attack,as they soften the enemy's concentrations of team weapons, bunkers or troops. Another way to make the Commander more tactical would be adding tools neccessary to carry out such operations. |