I would be glad if the mg42 were as good at it was in WW2.
It would bring : The return of flanking, the return of mortar smoke, the return of scouting, the return of many unused units.
We would need too use all those units that sleep unused in our toolbox.
The death of all blobs !
The return of a great game !
My thanks !
If it brought that, I'd be with you 100%
I think it would too, partly. But don't you think that things like mine-wipes and such would still keep the game static like it is now? Such a high risk to move around, better to just do full frontal.
Betting 10€ you would come back and post about mg42 beeing so damn OP with its wide arc, insta Supression and increased sightrange. Be careful what you wish
I'll bet 100$ that you're right.
Voltar would cry if mg42 could actually suppress that way.
With this recent announcement (http://www.companyofheroes.com/blog/2016/03/04/the-vetreinforce-bug), which says that the vet wasn't working all along, and will be fixed in the next patch, I think that calls for OKW to gain their faction penalty back. Volks will be stronger than ever with the now-working super 5 star veterancy levels. Limit the resources, limit the volks, limit the blob, also limit the super everything else, because FIVE F*CKING VETERANCY LEVELS. I loved the old OKW for what they were with the penalty, now hopefully I'll get this back ! Relic please, it's out only hope before the 9th of March!
The vet was already nerfed.
You're confused by the number 5 as if it makes them awesome. They're very close to every other faction.
Brit inf comes out stronger and stay strong all game.
They just kill the Maxim and retreat to a forward retreat truck and come back in no time.
Yes they can be stopped, but the effort to do so is greater the effort of blobbing them.
Those blobs are also very mobile and can assault quickly any part of the battlefield. The larger the map the hardest it become to stop them.(Add just a recon plan and they will know where to attack.)
In the starting phase is you don't build some Hmgs, Axis will bully you (especially OKW). But by building HMGs, you are becoming static and vulnerable to indirect fire...and so on.
I agree about forward retreat points, they do give an advantage. Possibly should be looked at for OKW, USF and UKF. But remember, if he has upgraded the retreat point - that's 300MP he isn't using for new units. You will have a short window to push up with weight of numbers.
The only advice I can give is to be ready to retreat your Maxim if it's caught out of position (I know the stupid gunner problem can make this hard sometimes) and keep the pressure on the suppressed volks with your other two units.
Also, do you use sprint ability on the maxims? It's extremely annoying for axis players. You can pull the maxim behind your other troops and keep it on the field, then use cons to merge.
Lastly, I agree about blobs. In any army they're pretty annoying. But until Relic gives us a rec-acc nerf for blobs, we're stuck with them.
Axis blob (3+) destroy Maxim (with suppression bulletin) from front easily, and if needed will throw a flame or rifle grenade "even suppressed" to destroy it .
If they spread a bit they can kill a quad halftrack in 2 sec.
Only fear propaganda or flamer tank seem to work, but they come late...
But the worst are shreck blobs who kill Maxims, snipers or any infantry model from the front using their AT-weapons.
These are the worst aspects of COH2, the rest are not perfect but are at least fun and a bit more realistic.
With those, equally skilled axis players will always have a edge versus their allies counterpart.
I hope that when they finally fixe the vet but, they will have look at the above. (5 stars shrecks blobs...= gg)
Maybe, if those above are fixed, the brit's sim city or bofors spam will lose it's relevance.(spamming bofors are not really fun...).
Thanks.
If there are three units attacking, you should have another 2 units supporting the maxim. As has been said many times about the MG42 - you need to support your support weapons. Keep them at range.
Also, your quad halftrack shouldn't be in range of shreks. it's like me saying my Luchs got taken out just by four zookas. If you kite, you have a good chance of surviving and pinning them.
I do not agree with this idea for two reasons. The first is that mortars are already units that require micro if you want to make the most out of them. Sure, you can 'set and forget' about them and they will do damage, but you can also A-move a rifle squad and it will do damage. But just like with other units, mortars get better once you micro them more. To use them to their maximum effectiveness, you have to move them with your army, getting them as close as possible to the enemy to ensure maximum accuracy. You also have to manually target high priority squads so the shells do not get wasted. Proper use of artillery requires thought.
The second reason why I do not like your proposition is that it will just make mortars a bad investment against anything other than heavy support weapon play. Infantry heavy play often revolves around quick movement and flanking. Barrage abilities are totally useless in these types of engagements. Having mortar rely on the barrage will just send them into extinction like the heavy howitzers, but unlike heavy howitzers they do not even have the redeeming factor of obliteration the target infantry squad if they get a lucky first hit.
How about for Brit mortar pit? Not a lot of micro there, you gotta admit. Just two mortars firing all the time at longer range than axis indirect fire.
Why do you think having mortars/mini-howies rely on barrage would make them extinct? They'd still be plenty useful at moving/killing static units like MGs. They just wouldn't have such a large impact on the game as they do now.
I am also concerned about Brit SimCity. I find more and more I have to pick Jaeger armor against Brits to ensure I can deal with late game armor since mid game is basically a wash once the first mortar pit goes down. With 50 munition repair abilities and brace the Wehr struggles to deal damage fast enough to dislodge Brits. This does not mean they are balanced, it just means that gameplay is extremely static and boring.
Against OKW it feels a little more even, but even so having to get ISG's every game against Brits gets old fast.
The decision to build a commander around SimCity style gameplay only confirmed to me Relic is not serious about changing the nature of emplacements in the game.
+1
Extremely static and boring. Why would anyone want this to stay in the game?
Why not give Brits different units/abilities which they need instead of static positions that promote boring gameplay?
Now to await OKW only players who come in and say its fine, while lieing about a time when it was ok.
Honestly British arty should make up in number of shells to make up the lack of acc or damange. A small decrees in mun for abilitys to get the base howtzers to fire and increase the number of shells for both the base and sexton. Im. Talking about 9-12 shots per gun.
It should be a fear for the axis when that red smoke pops up, not a "Eh whatever".
I play pretty much only OKW, I agree it's a very weak doctrine and needs some buffs.
That a lame poll, sim is as valid as anything else.
Thanks
Poll wasn't questioning if it was valid. The question was is it fun or is it boring.
L2read, thanks.
It's very boring. If you enjoy static gameplay, Angry Birds is still available on iPhone. Thanks.
To OP - I'm with you. While it's counterable, it's very boring. When there's a Brit, it's like you're suddenly not playing CoH2 but some artillery simulator.
Surely the fun of CoH2 is moving, flanking, harassing? Not just setting up emplacements to cover 2 VPs and the fuel?