What Katitof said
True, but that's more of the problem with the soviets having other really good (or better) doctrines and needing those doctrineal abilities against german doctrines, and bad soviet stock infantry. The actual PTRS package seems decent enough which is what I was getting at, though as you say it could probably do with lower CPs.
AT nades + PTRS and oorah wouldn't be bad at all maps with lots of garrison cover, I think. Soviet nondoc armor with AT nades and mines is perfectly adequate fighting Wehr nondoc armor (for now, with T4 being a nonfactor), so there's that too. OKW is a different story entirely, though given the propensity for puma spam as the counter to T34s and the like this doctrine might be of value.
Probably Almost certainly doesn't hold a candle to guards+callin doctrines (guard motor and mech support, I'm looking at you), but that's another matter entirely.
Also I don't see conscripts with PTRS beating pioneers. They'd still beat osttruppen though, since combat engineers do that. |
Yea, horrible weapon upgrade suits well horrible infantry unit
30 munitions for two PTRS doesn't seem that bad at all, considering an AT grenade is 25 munitions and a single bazooka, somewhat better but not vastly superior to a PTRS, is 60. One squad could probably quite comfortably deal with a Puma, a flaktrack from green cover or over a tiny bump in terrain, and inside a building, a luchs, judging from what guards can do. |
Torsion Bar Suspension and 76mm gun the same as Sherman Easy 8 gives good accuracy on the move and the same weapon as Easy 8 and T34/85.
That sounds a lot like what the M10 ingame already is- fast, gun equivalent to the E8, open topped... minus the machine gun and cloak suggestion, that is. |
One issue is the fact that you can get T4 and an SU76 out, then maybe an SU85, just in time to face multiple Tigers. If call-ins are altered to make german tier 3 tanks more common, SU76 would probably see more use.
I don't think Relic is going to alter tier structure or add in upgrades to the base faction from scratch at this point (it's been a year of people asking for exactly that, and nothing has happened). Anyway they did say somewhere that they intended for the Soviets to be an inflexible faction (one high tier and stick with it), which is unfortunate but will probably continue to dictate the faction design. |
Buying 1 Shreck on a pgren squad costs 60 munitions, if you lost the first one, plus almost all single weapon upgrades in the game cost 60
I believe there were certain arguments made that justified Panzergrens getting 'discounted' panzershrecks- they replace STG44s, a very valuable weapon, come on an expensive squad with high reinforce costs, come on a 4 man squad which makes them vulnerable to the tanks they have to kill, you have to pay tech costs to get panzergrens in the first place, you have to shell out the full 120 munitions in the first place to get double shrecks (and double purchases are often discounted, for example T3485s), among other reasons. Volks don't really fill any of these conditions (you need a truck set up for shrecks, but the volk squad itself is T0) |
From what I can tell from limited experience, the main reason why people find USF AT to be bad is more due to the strength of Paks against all US armor (in particular the Jackson) and Obers/JLI/LMG Grenadiers/Stuka/Gr34 against 57mm ATG, rather than any deficiency in the weapons themselves.
If you were to give the USF the Pak 40 and the Wehrmacht the 57mm I think the problems would remain (in fact since lower penetration isn't such a big deal versus thin-skinned allied tanks, and 70 range is a big deal, the 57mm might even be superior for the Germans).
the only problem is the U.S. AT gun has a slow firing rate
Eh? I'm pretty sure it has a firing rate just lower than a Pak 40 does, which itself has a great RoF. |
Does anyone know if the salvaging crew takes extra received accuracy when they do it? In my experience it seems like the salvaging squad goes down faster than normal when shot at as though they were building or repairing.
I'm not sure of the exact numbers, but they definitely do take extra received accuracy (or damage) while salvaging. |
It's funny that none of the Axis fanboys in this thread forgets that Urban Defense is very map dependent.
Try to play Allies for the first time in your life and try to use this commander on Hurtgen Forest, Crossing in the Woods, Minsk Pocket and other similar maps and proove to us how imba FHQ is.
Lots of things are map dependent. Try using the Flaktrack on maps other than Langres, Minsk, and Crossing for example, or snipers on Stalingrad.
If that would to go through, then fuel cost should be taken away completely.
Both axis factions have easily obtainable early hard counters to it, the doctrine offers NOTHING other.
Mortar Halftrack is a good early counter. On some maps, though, the FHQ has such a presence that it very significantly delays the stuka. For example:
http://www.coh2.org/replay/23647/fhq-test
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Was asked to play a custom game, so I decided to give Urban Defence a go. I took the building right outside the north player's base and instantly deployed the FHQ, which delayed the stuka till 10 minutes in- more than sufficient time to win the game, practically. |
I agree with kreatiir. I was playing against ISU last time yesterday and there was only maybe one squad wipe. Other times It just nailed 1-2 members because they just happened to have a distance between each other.
Oddly enough, I was playing against the ISU yesterday too, with kreatiir, and I think I lost four full Ober squads to ISUs- not counting the sturms, volks, captured team weapons, and wipes from 3 out of 4 men. They didn't happen to have any distance between each other, apparently. |