In COH1 or other RTS, you fucked up, you are fucked.
In COH2, comeback can be done by some magic button/ability.
The overextention button? |
AEC comes literally 5 fuel later than than 222 scoutcar / halftrack.
3 Shots from the AEC isn't that bad either ( you can also just need 2 Shots when you have some RNG in your favor with the MG / damaged it a tiny bit with section rifles )
Its probably me but it always seemed the eac came later. But thanks for the correction.
But i remain of the opinion that because the 251 comes out when there is little to na at and that it can heal place mines and become clowncar 2000 it should be able to be damaged by small arms. Not other halftrack has that much utility and damage potential vs inf with dual flamers. |
True. Yet they have many abilities and that is why I mentioned them - as an argument showing that halftrack abilities are not making this unit that special. But there are more, even less balanced abilities, on many allied (especially UKF) potent units, such as phosphorous smoke non doc, grenades from the turret of a tank destroying AT guns, crews, etc.
Well, I don't think so. A player should basically shoot it the exact number of AT shots that the unit was balanced around. Small arms shouldn't add their damage imo (unless, of course, we allow that for allied half trucks, too) I would rather halftracks were more sturdy to promote light vehicle play.
Another argument for it would be the fact that, for example, Soviets have ptrs which are very effective against them anyway (Guards get their ptrs for free!). Also allied infantry (UKF, USF) can equip bazookas, piats on any squad so that is also not a problem to just equip them with it.
It would even out the infantry engagements a bit, too. Allies would have to equip some units with hand held ATs losing some of their AI capacity - an intended and important game design tradeoff. Now they can safely just ignore the need to purchase hand held AT or snares at that stage of the game. It leads to infantry engagements imbalance. Of course these are small details but they add up.
Finally, there are mgs which deal with halftrucks pretty well and they probably should.
Its true ukf have many odd abilities on units such the aec and grenades from turrets. But they are also very limited in snares or mobile mortar with stock units. So imo there not broken but weird nonetheless.
Rng is a big part of this game. Its not like at guns hit halftracks 100%. If the 251 becomes invunerable to small arms it needs to be delayed. And the 251 bbq will have far less time to burn. |
But they have plenty of other useful functions. t70 can cap, increase sight range and above all just keeps bleeding infantry like crazy, even until lategame. AEC can help deal with even mediums and again can deal with basically all halftracks and infantry.
It is not a light tank but it should make the opponent invest in some AT solution. And it should not be possible to let small arms deal enough damage to reduce the number of AT/ptrs/bazooka/piat shots required to kill it.
Well, the sturms dealing damage and volks not doing it at all is a bit meh and not very logical. It was invented to somehow offset lack of snares from okw. A bad idea. Both halftracks should imo have similar reaction to small arms. Either all small arms dmg them to some extend or not. I would rather not allow that to happen. Lights in coh2 have short lifespan and it could prolong it a bit.
Yeah, true. What I wrote above would be my opinion on the subject. Just for the sake of game understanding and new players I would just make it more consistent. Half trucks should react in a similar way to small arms.
T70 aec stuarts are all a tier higher in terms of cost/timing and preformance. That they can deal with halftracks is intended. However its not like they 2 shot halftracks as atguns and bigger tanks do.
Okay i get that halftracks should be somewhat simaler.
The 251 just comes to early, and the flametrack is to dangerous for it to be imune to small arms fire. Not even counting the mines doctrinal smoke etc. |
I don't think so. It is allies lights that can go crazy all around dealing with both infantry AND armoured vehicles. Flak truck usually makes U retreat, does not really snipe models. It is also quite expensive. Rarely a good investment for most players.
You can't have it all. Well, did U mean t70, Valentine, AEC? What I mean is a slight armour buff so that allies need to counter it with some proper AT instead having a possibility to add damage from small arms which changesg number of AT shots required
I agree on the flacktrack. But it does have smoke to help it, if it gets off a burst its a definate retreat or big damage to inf. Its just hard to use.
Do the t70 aec and stuart lay mines? Do they reinforce? Do they heal? Do they arrive when only inf and jeeps and maybe 1 atgun are fielded? When at nades are not teched or vet not reached?
The 251 is a halftrack not a light tank. The m5 comes out when there is proper at and moments before stugs and p4's are fielded. It faces bigger threats the moment it arrives because of tech and timing. Hence small arms dont pen it.
The m3 gets wrecked by sturms up close. Faster then allied inf will wreck a 251. For its timing its armour and hp are just fine.
Taking out a full or near full health 251 with just small arms takes quite some time. If you want to take it out quick you already do need proper at or hh at plus snare or mines. Just small arms isent enough for a quick kill. Unless you really blob it with inf. But then the 251 probably is overextended. |
Yes all true yet it is axis lights that are non existent imo and just scale terribly. Since it is only ai specialist and is absolutely hard countered by lights from allies it could be just immune to small arms. Allies lights can usually deal with both infantry and armour. I believe that a flame halftrack should be just more of a counter to infantry without hand held at. An allied player should be forced to buy/call in some hand held at units, lure it into mine, build an AT gun. Right now it can be fend off and forced to repair by just regular infantry. All abilities it has are just sort of let's buff the unit but just let's make sure it isn't lethal. Aec, which has similar timing, is so much more deadly and scales so much better. Same for most other allies light vehicles. They just can't be damaged by small arms unless these are sort of 0 tier very cheap ultra lights such as jeep (which I feel is similarly resilient and costs no fuel, has crew etc)
The allied lights as other pointed out. Dont get almost an all in one light. The 251 does more and can go clowncar 2000 and still lay mines and have doctrinal get out off jail smoke. It will be far more relevant then the sov clow car ever will, it just arrives later but earlier then the m5 but is much more ussefull and more powerfull.
You cant have it all. The 251 is fine as is. |
In that case the MG operator can easily manually switch targets. Also, per my last post, if the attacker has two squads, so should the defender. Only that would be a robust basis for a scenario.
True. All I'm saying is that this worse suppression is still good enough to suppress frontally charging squads, especially in the early game when there still is lots of neutral cover.
I haven't seen a lot of this fact in action (at least not in the early game, when OKW doesn't have any other counter).
I doubt the validity of this assertion, but I am open to evidence.
The burst length and rof of the mg42 is better. As far as i know. Suppression is aplied per round. Per rounds maxims supression is higher but its low rof puts it behind the mg42 in terms of supression.
The mg42 fires faster and in shorter bursts. The maxim fires slower and longer bursts. The vickers has the worst supression but fires faster then a maxim and has shorter bursts then a maxim.
And the aoe suprression of the mg42 is about a third bigger then the maxim and vickers.
I dont have video but the stats show that the maxim and vickers are worse off in supressing. |
People keep saying that, but that's not what I'm seeing. They may be not be the best MGs in the game, but they still do a very decent job, especially in the early game when there isn't yellow cover everywhere. They are definitely _not_ "garbage".
That is most definitely not the case.
You do have the biggest chance vs the maxim and the vickers to frontaly nade them. Its is no true in every engagement, but it does happen iften enough. |
So you can win games by just sitting on the fuel with an mg? Gotta try this new masterfull tactic.
Sounds like this is the wrong game for you. Factions are not copies of eachother with the only difference being their skins. |
As far as I can remember the ability force a reload and requiring target for the M36 so unless one times the ability correctly one might end up increasing the time to kill target without high armour.
It not a hindrance it a way to balance the unit, ISU was given suitable rounds because it op using all around rounds and the Sherman would be completely OP if its AP rounds has the HE AOE.
That is simply untrue.
There is no micro tax on TDs. They can shit back at range 60 and snipe medium tank from 20 range farther that they can shoot.
Not really
No it does not as long as it remain balanced
And allies will have IS-2,KV-2,Comet,Perishing.
The suggestion is for unit that are meant to deal with super heavies so it includes the Panther, but you seem to be missing the point of the suggestions. The round will not work similar to AP/HE where the wrong round is completely ineffective vs the wrong target. It would simply be less effective.
Su-85 is very good vs PzIV and as long as it remains so good there is going to be little reason to make the SU-76
The suggestion includes the chance to hit. Normal AP rounds would be more accurate with lower penetration while the High AP round would have lower accuracy and higher penetration.
The difference would simply could also include other factors likes ROF and damage. One could even test ROF that changes with distance.
Reading what you write now. I just assumed that it meant x round has next to no effect on heavies and vice versa. The force reload aspect is what i presumed to be a part of the ammo types/swith for meds and heavy for the td's.
Thats clearer for me now.
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