the molitov of snares...
The long wait does lead to some strange animations - like the AT nade appearing as a guided missile that hits at a really long distance, and often not hitting until the target tank has backed up enough that it doesn't have to worry about AT guns.
I think the problem also amplifies itself. The long animation means that the model shooting the AT rifle grenade is more likely to get killed in the meantime, which restarts the animation.
The P4 does have decent AI capability, especially with the pintle MG, so killing 2-3 models of a 5 man Riflemen squad is not that unlikely if there is a little bit infantry support. |
That information is inaccurate:
PM-42 82mm Mortar
The PM-42 Mortar will now have the ‘Flare’ ability at Vet 0 to provide vital scouting information and to give the Soviet mortar a more utility oriented role when it is deployed.
Flare ability no longer requires veterancy 1
Veterancy 1 reduces Flare recharge by 25%
Thanks for the correction. I probably mixed it up with the 120mm mortar, which (if I'm not wrong here too) still requires vet1 to flare. |
The problem is not the crit rate. AT rifle grenades takes years to launch, (OKW Fusilers also suffered), and most Axis tanks get blitz after vet1 making the situation even worse. So in many cases, when this grenades hit the tank and crit the engine, that tank may well have drived miles away and leave the dead zone.
However, I don't think its a big issue because Jackson is the most efficient mobile TD.
+1 on this. Riflemen AT nade could use an animation speed buff. I regularly check if the animation has bugged out or if it is still running after activating it.
Just two days ago I tried to snare a standing P4 when my Rifles where really next to the tank. The P4 was almost in the fog of war when it got snared.
It also puts your Rifles at risk since they need to stand still for so long
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2V2 with a team mate is very stable apart from an occasional bugsplat.
Community management would be nice, at leasta report system should have been implemented years ago. But we did not get that. And we also won't. I highly doubt that Relic will put any more effort into this game than maintaining servers for the community. CoH2 is just too old now |
I agree on OKW and UKF flares, but throwing the SOV flare in there too is a bit far fetched.
It requires a vet 1 mortar in range, so it can only be deployed on the front line and you can counter the strategy by wiping the mortar with pushing it or artillery. It also is a bit more micro intensive. OKW and UKF flare is just a two-click ability and you see what you want to see. Nothing else involved.
EDIT:
81mm SOV mortar (standard version) does not require vet to flare, 120mm mortar does need vet 1 |
I really don't like the intended changes on the Raketenwerfer. While the patch all in all adresses many good points, the Raketenwerfer will become very very dull.
I just lacked the survivability, what it lacked in range it made up for by camo. The bad penetration is a real myth. Against a Churchill, so one of the heaviest stock armor of Allies, its pen is almost on par with the Pak40 (usually about 5% less). |
My feeling is that the Ostwind is way better in the earlier stages in the game compared to the Centaur, while the Cebtaur, while the Centaur is a tad better later on. The higher mobility gives Ostwind more use when there's not much AT around and it can run from an enemy medium. The Centaur can't do that, it's just too slow and therefore needs more support.
Going Ostwind as first tank is a viable strategy when followed up by StuG/P4. UKF on the other hand is usually better off going Cromwell into Centaur, Centaur first is more a comeback chance for your opponent than an advantage for you |
>The Combined Arms hoax
https://www.youtube.com/watch?v=-t8XVC6-iJs
Not sure about Ambush Camouflage, but it's buggy A F anyway, with the accuracy bonus often not triggering, at least if you use hold fire often like me.
Problem is that in the attribute editor (I verified that myself), the "exclusiveness" value is set to true, while in basically all other abilities, it is false.
I'm really not sure what it does then, if it's just a relic of a previous build and now there is no effect anymore, or if it has a different effect that we don't know. |
I remember these! I forget when or why they were removed, I don't know if it was even mentioned. It might have had something to do with pathfinding (dying soldier occupies space, blocking live soldiers).
But this should be the same for crawling soldiers?
I mean, the above posted animations are very gruesome. Maybe Relic took them out as a premeasure before CoH2 could be branded as a brutal game? My feeling is that CoH2 has lost quite a lot of it's terrifying shock factor over the last years, maybe it is part of "making the game more competitive" to not distract from competitive aspects of the game. But this is also due to the lowered wipe potential of many weapons like mortars .Seeing your soldiers die in a very "dry" sounding and looking explosion while playing a game for fun had something very distressing for me. That's why I was a bit flashed by CoH, because war was presented in a non moralistic, brutal fashion.
But that's a very wild guess. I think I have not played CoH2 long enough to remember if these animations have been in earlier builds or not. |
Centaur?
I think his point was that you don't have to build AA units to get AA as axis. He mentioned not needing Ostwind so i think thats why no mention of centaur
Yes exactly, thank you.
SOV and UKF have dedicated AA units as the only option, USF have Sherman pintles but often not enough of them. And the Soviet M5 half track is also pretty useless late game besides shooting down planes (just like the OKW and USF ones) because it will die in an instant if it comes close to the front line.
OST and UKF are the only factions with viable late game AA, and OST does not really need it. And OKW has it's T4 to cover a decent area of the map as well.
That in total makes planes with same stats and costs perform worse for Allies than Axis, and it also hurts the P47. If one of two planes of your 240 mun AT ability get taken out before they can do much because of 120 mun worth of AI pintles, there's something wrong. |