1.No other faction in Coh1 or Coh2 starts the game with a cq unit. Doesn't matter if you flank an mg if there is a Spio hanging about.
2. Usf cannot get an mg out of a building without flames or nades, which are doctrinal or tech.
3. You say any one competent can flank an mg, well anyone competent can move an mg.
I will never see the logic in giving okw a t0 mg other than to diversify openings. The notion that okw cannot hold usf in the early game is highly debatable and ime often comes down to the map, bad rng, simply being caught out of position or overextending. Yes there is a small period of time where usf has the advantage (1 - 2 min) especially if there have been favourable engagements but then usf has to concede map to reniforce and heal etc.
I think a lot of the early game for okw is often decided by the actions of the Spio. Most players will use a Spio aggressively either to attack the fuel or cutoff of an opponent, if that assault goes badly then OFC usf then has the advantage.
That being said, I think usf morter in t0 is a mistake. Its another lazy solution and a low skill alternative. Early flamers have always been the usf counter to units in buildings. Relegating flamers to doctrines is simply a weak attempt to make Coh2 different to Coh1 and imo an absolute failure design wise.
Just ask ShadowWada LOL.
My solution.
Add flames and jeep to t0.
Add morter to t1 and lower tech cost slightly.
Split tech for Bars and zooks .
Change the pack howie to be more heavy duty but with a cool down.
Delay stuart arrival somewhat..
Other changes to okw and ost are also needed but thats another thread
wehr have a slow start. unless the wehr went osttruppen or assault grenadier, the USF will always get to the fuel first. Even A rear echelon in a building is going to take some effort to remove.
the wehr is stuck on the defensive until their panzer earlier. Even without the free bazooka, the free captain is a significant boost for the USF. the USf also get access to the excellent stuart to further reinforce map control.
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The whole point of putting the mortar in the game was to diversify USF's opening. If it's behind tech then there was no point of adding it in the first place.
So you want to remove the only way that USF has of dealing with garrisoned MG's in the early game (without critically delaying tech), and turn around and give the other axis faction a MG so they can garrison also....
USF opening can be accused of plain, but it can't be accuse of being weak.
it's a fact that USF hold the dominance in the early game. The wehr is stuck on the defense against the rifleman and then the stuart before the panzer arrive.
Providing the USF with a mortar is a huge boost. It put a dramatic pressure on the wehr mg, providing the usf with the means to kill the wehr early by neutralizing the mg. |
Regular shells, both auto and barrage, pretty well vs units in yellow cover because everyone clumps up. For some reason they have much less scatter than HEAT.
Of course if you get hit by HEAT in cover, you're probably dead. Obviously it's either RNG or you've moved the pack howie up closer.
relying on lucky ohk is a bad mechanic.
81mm, 82mm, Grw 34 and 120mm mortars gets 106 and 140 AA range. Only the USF mortar used to have this and the rest were only for BARRAGE.
MHTs (USF/OH), Pack Howie and ISG* only benefits of an increase range on barrage on vet3.
why are you using AA as an acronym for Automatic Fire? |
I think it's meant to be random faction. |
I tested the two in a comp stomp. The mortars seem very similar but the infantry version vets up faster per kill. The kill numbers were pretty close until the infantry mortar hit vet 3 first, then it left the mht behind.
they link to the same weapon but veterancy requirement and bonus are linked to the squad.
the 81mm mortar team have vastly superior veterancy |
If anyone wonders why the USF is a sniper, it's because on top of it's stats, it get's a perfomance boost at vet1 -20% scatter which later stacks at vet2 as well. Other mortar only benefits once at vet2.
Range:
On AA it's 80 for all and 100 on the 120mm. They all get an increased barrage range at vet 3 (33%).
Take what you want from it.
actually, the USF have two -20% scatter bonus at vet 1 and another two -20% scatter at vet2.
the final bonus is around -60% scatter at vet 2. (.80 ^4)
the USF 81mm also have a +33% bonus on its autofire range at vet 3, the only mortar to do so. |
So it still makes enemy units that get hit keep appearing in the fog of war for a while?
every weapon do that.
the problem with US mortar is that the enemy unit stay revealed for too long.
usually with wehr mortar, the target stay revealed for ~ 1 second. The USF mortar reveal a enemy for something like 10 seconds. |
the us mortar team and mortar HT link to the weapon file/entry . The mortar HT have the same bug as the mortar team but not as severe. |
Pretty nice replay, also goes to support the original point made here:
https://www.youtube.com/watch?v=soSx3yoDckE
here's an another replay
https://www.youtube.com/watch?v=ANkrWd8uzhQ
barton(OKW) vs vonivan(SU)
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Given its 40 minimum range, and the fact the ISG always needs to fire at a 35 degree angle, minimum, assaulting an ISG isn't that difficult unless you're in a cover-to-cover shoot out, but at that point, all indirect-fire is generally deadly, especially if you're not in heavy cover. It's hardly like the old days where they had a near flat trajectory. The round will always be lobbed in an arc and have a noticeable delay barring any weird stuff like ISGs firing in a near 90 degree angle on some occasions and then missing horribly. Furthermore with a auto-attack range nerf
having been on the end of both the pack howizter and ISG, I say that 40 meter minimal range with a 35degree limit is a lot more deadly than it sounds.
Keep in mind that the okw now have access to mg of their own. I can agree in buffing the barrage weapon and/or giving them a smoke, but not buffing their autofire weapon.
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