What part of “can withstand small arms” was missed there? It gets penned by small arms 100% more than the bunker and okw trucks do (actually 100% more than 0 is still 0 so that’s not even technically true but you get the point I hope).
Fighting position getting killed by small arms fire is stupid, but then maybe flame nades should do more dmg to constructed structures so OKW has a tool to take them down with inf, same as other factions?
Also, why no soviet buildable bunkers? Let the ones in base sector be buildable. |
Has to be a vehicle with medium crush or greater. Basically means medium tanks and bigger.
So shermans, p4s, ostwinds, t34s, etc., and anything larger (panther, kt) yes. T70, 222, luchs, clown car, etc., no.
Valentine actually also still has medium crush IIRC despite it not really being a real medium.
It takes a little bit of practice to pull off but can be useful. You can also always run over the guy trying to faust/at nade your tank every single time if you’re so inclined, as he won’t jump out of the way. I always do it with tanks if they try to snare at full health, it’s a guaranteed free kill.
Cheers man, that's a good little tip, t-34/76 is so fast, I'm definitely going to try this out. |
So, conscript are? let me guess, they clean up the mess after the war ends, no wait, they bring water for the real mainline infantry in the frontlines.
No, there are just TWO forms of mainline infantry for soviets (non-doc) |
Yes. They’re the only mainline infantry in the entire game that doesn’t have snares.
I honestly didn't know this was a mechanic, tried with a t-70, doesn't work for me, inf just dodge it. |
You realize it applies to literally all long range infantry squads?
3-4 long range squads will always take down HMG which is not in cover frontally.
Also, if he is blobbing so hard, just cap the whole map and roll over his blob with fast tank?
Mines are also a thing.
What do you mean roll over his blob?
Like try to run them over?
|
I love the commissar squad thematically, but it feels under-powered. I think it should still act as a retreat point, that doesn't lock down like the major, but works like the British captain in COH1, with a cool-down on each squad that uses it.
Also, the timing of Jaegers feels weird at 1cp, they still cant replace a 4th Volksgrenadier squad and having to buy their rifle feels like a massive nerf that interferes with the pacing of Volksgrenadier stg upgrade. Also, not having infiltration grenades makes them feel much worse than their scavenge counterparts.
The German infantry doctrine is really fun to play, I love how versatile PG are in that doctrine, I wish more doctrines had this available for PG. |
Copy from the official thread :
Hello,
I would like to propose an idea on how to deal with the issue of too much infantry for USF due to the officers.
Instead of giving the free officer, lets make the tech when finished, rewards you with a 'Designate squad as officer squad' ability, that you can apply on one of your riflemen to transform it into the desired officer squad.
This will be flexible enough to allow officer heavy builds, elite infantry builds and allow more diversity.
That would be awesome, but I forsee problems with pricing and timing of said ability. |
But people complain penals win fights too easy, and playing cons is too hard.
This is kind of true, rename penals and change them to later game infantry like OKW has.
Although, not sure about the pacing of Sov and OH in terms of design, I know Brits and Americans are late game powerhouses and OKW is early game powerhouse, but to me Sov and OH feel strong all game. then make cons 200mp with cheaper reinforce, so they can more easily overpower enemies by attrition. No way should OKW be able to win a fight of attrition against the Soviets. That's just stupid.
This would also free up guards and shocks to be more specialised. |
Could they have better accuracy if there is LOS? right now the basic usage is to crawl up to target throw flares and retreat. They NEVER stick around. Make it a force multiplier instead of whatever the hell it is now. Incentive to stick around might make things more interesting
Or more shells, working like OKW zeroing artillery. |
I agree to that.
When I play OKW i never feel helpless vs allied tanks. Literally, never. Early game I have raks, they can take care of almost anything, except heavies. True, they are weaker than other ATs, but they cost 50MP less, can retreat and have useful stealth. They are not bad, they have their uses. Puma is good against LVs and even T34/76 and Cromwells, cuz it has better range and decent penetration. And in the late game OKW has 3 different ways to fight tanks - JP4 (useful, and gets monstrous when vets up), panthers and KT. KT I guess is less useful in that way, but panthers and JP4 are fine.
I only feel helpless against british tanks, Raketens are ineffective during the late game, I never have more than one sturm and I always have sweeper on him.
Also, raketens are at the mercy of flame vehicles, which terrify me(also british).
And the king tiger, every time i've saved for it, it dies immediately, it seems WAY worse than 2 pzIV or 2 Panther, I never build a JPIV, because they're just worse SU-85 (which are glorious) in my opinion and the fuel is better saved for a real tank, with 2-3 raketens acting as a stop-gap. |