And there is also the ocassional vickers hmg against which okw has no early game tool other than flanking. |
QoL request: hold fire for HMGs.
This ability would have dual purpose: for one, and most importantly, it would prevent a HMG squad from automaticly deploying, which most of the times results in a terrible angle and consequent retreat. Secondly, when smartly microed, it would allow HMGs to ambush approaching squads from closer, even if they spotted them far away. Right now HMGs automaticly fire at squads at the edge of their range, which may allow them to crawl out before getting pinned. |
Serealia doesn't properly list the dps of the pathfinder snipers. While outdated, coh2db.com actually has a few things serealia doesn't such as the cromwell and proper Pathfinder sniper stats. The actual close range dps of the scoped garand is about 2 with a very shallow upward curve towards long range.
You are right! I have tested a few times and pios indeed win by a large margin. |
Replying to the post in UKF discussions, here is a list of similar units that could share abilities when both are selected:
Ostheer:
-Grenadiers and Ostruppen - faust, medikit, field defenses
-Pz.4 and Pz.4 J
Soviets:
-T34/76 and T34/85
OKW:
-Panther and Command Panther
USF:
-Sherman and Sherman 76 or Sherman Ez8 - smoke screen, hold fire, prioritize vehicles
UKF:
-Royal Engineers and Recovery Engineers |
QoL request: would it be possible that when selecting a regular and recovery sapper squad more abilities would be available? Such as heat grenades, building defenses, deconstructing emplacements and perhaps the recovery sapper's smoke nade and salvaging.
For example if you select an ostheer grenadier and the jaeger command squad, then you can select the faust, riflenade and even smoke nade and flare, despite only the JCS having them. |
Not at all ranges. At ranges under 13m pioneers do outdps standard pathfinders.
Erm, nope, according to https://coh2.serealia.ca pios do ~ 27 (4x mp40) dps at close range while pathfinders do 20 (2x carbine) + 17 (2x sniper) = 37 dps |
I'm not entirely a fan of the medical crates being removed from the M3 halftrack in favor of out of combat healing inside, cuz team weapons won't be able to heal this way. Personally I would either keep the crates or both (crates + heal inside). |
I noticed that the UKF Lend Lease M5 HT wasn't mentioned among the halftracks that gain healing ability, intentional?
Edit: same for M3 supply HT.
Edit2: checked, they can heal too, great news! |
Was the M5 healing applied to the M5 found in Lend Lease too? Haven't checked yet, just putting here to not forget. |
Does the grenadier formation change apply to the 250 HT lmg squad in mechanized doctrine too? I forgot to check, but I put it here before I forget it. |