PTRS and Zis could use a penetration buff but even right now you still have buttton, mark vehicle, SU85, T34 spam, cheaper mines, etc. If Soviets aren't good enough at killing armor then the solution is to fix that, not dumb down the entire fucking game. Everyone is scared of aggression when a AT nade or faust can damage engine on any tank that was only in the zone for a fraction of a second.
No matter what is done the AT mechanic in this game is probably going to be shit anyways since there are no flanking TDs, they just sit safely in the back while dealing out 25% dmg to most tanks with one shot like this is a Men of War game.
The statement that the current at grenade mechanic is dumbing down the game is not only a baseless exaggeration but also false. AT nades and the Panzerfaust function pretty much like the sticky did in coh1, which is the frame of reference applied here, I would presume. The only differences are:
1) stickies can be thrown further (depending on the level of vet of the rifle unit)
2) they always do damage and cannot deflect
3) they have a certain chance to damage the engine (the state of repair of the tank is irrelevant)
The new applied system to determine whether or not an engine damage is caused by dividing the penetration of the sticky by the armour of the tank leads, for all intents and purposes, to the same result: A certain chance of an engine damage regardless of the state of the tank in question.
The only thing one could argue is that it is no longer possible to break an initiated panzerfaust or AT grenade. However this needs to be put in relation to the smaller range and the longer windup times in coh2.
I pretty much agree with all other raised points of Lucky besides the splash damage and mine argument which I did not observe like that.
I constantly only kill 1 to 2 members of a squad with mines. Squad wipes were very seldom and only occurred when the mine was placed in a very tight area that would force the entities of a squad to move tightly together (for example on semoisky between the hedge and the building leading down to the fuel point island) and even then you got the obligatory straggler behind the rest
When u selected a Tank and an Infantery Unit u cant use the button too retread when Arty is incoming or sth like that.
The button for retreat is relocated to the second line, first entry of the grid due to the fact that reverse is in the top right. If you are using gridkeys you can retreat these units by pressing A or just pressing the button with your mouse. You can also press tab to cycle through your units and then use the normal hotkey to retreat infantry units.