Their scoped g43 can not one shot a sniper, do you know how its mechanics even work?
On penetration jaeger light infantry g43s have a critical that snipes infantry models between 0 and 75% health.
Except the reality of the matter is that Jaeger Light Infantry are armed with literally the same guns as Grenadiers, and the squad is given one of these sniping G43s when they are spawned.
Whether they hold onto this g43 forever is something I cannot attest to. I dunno if it gets lost when they pick up weapons or reinforce enough.
I always thought the Soviet Union should have a couple global upgrades that cost fuel that would do things like increase manpower income and reduce reinforce costs of infantry, or at least conscripts.
Minor increases or reductions that would mean a lot over time, but would be a dangerous investment to take too early. A hundred or so manpower and 40-80 fuel for:
+10 manpower a minute.
or
-10% reinforce costs on all infantry.
But at the same time I always thought the conscript PPsh upgrade should be stock, (that could just as easily stack with the doctrinal version for 6 PPsh).
Global upgrades costing fuel are often worthwhile. (I also thought OKW vet 4 and 5 should be locked behind an upgrade, and much easier to acquire as a result).
Yeah every patch has completely broken every mod I've ever made that affected existing data. Only the mod in my sig seems to have survived but I haven't tested it with this patch yet. I don't think they've changed any of the assets I modded in that.
I think the reference codes get rewritten each patch which breaks any mod that modified assets that look for those old codes.
AT partizans should have a rapidly researched AT weapon. That unit upgrade would require a bit of a munitions threshold and a limited timer for just lolschrecking. It would open the unit up to more stealthy mine laying than just jumping out to finish a retreating vehicle. It could also require them to be in friendly territory if that's suitable.
About cons, would it be cool to add 3x PPSh to cons after, let's say t1 AND t2 are researched, would that overlap the role of guards. Cheers.
Much better.
(Seriously though, I'd love to see more global upgrades as a means than individual unit upgrades.)
That might be a rather interesting requirement for an upgrade (be is DP-28 or PPSh) for conscripts. T1 and T2 as a prerequisites would provide access to a much needed boon to conscripts to keep them relevant in the battlefield, without making the upgrade a no-brainer or freely available without consequences in tech rushing.
I had forgotten how BS and utterly boring heavy sov t2 play is. I actually quit playing Ost for about 12 months because I was fed up with maxim spam and because some sov players would rely upon the durability of the six man squads to remain in the game.
Whilst separating maxims and zis guns to different tiers is a good start, the two problems i have is the squad durability and the concept of opening with t2 and maxims in general.
It truly astonishes me tbh just how prevalent mgs from every faction are in this game.
Note : I am not necessarily saying its batshit op,more frustrating and braindead.
I know it is not within scope of the patch but leaving t2 as is will always result in certain games being an exercise in frustration.
Ah yes, I agree. But in my opinion I would much rather approach a problem of soviet units being too durable than with unit composition in T1/T2. Separating Maxims and ZiS would force that exact style of gameplay to tech T2 for mortars and ZiS or just go without them. (Or vice versa, just not have maxims and support ZiS and mortars with conscripts and even a sniper if they have the mp.)
It'd really break that frustrating braindead feel of T2 and at least open up the window for Axis players to try and take advantage of their own teching to respond to Soviets (instead of hoping for a hamstrining choice on their part.)
I think you've got an idea there. Reducing CP cost though from 2 to 1 is a pretty considerable reduction though timing wise.
I feel like if they were reduced in CP they'd almost have to be built from the tier building to preserve the timing. But in that case I would actively not build tiers to keep them as callin units.
The problem is with DSHk, M42, and 120mm being reduced in price/whatever in T2 is that they're all essentially variants of what's already in T2. Why would you want a quicker M42 when you have ZiS unlocked? 120mm I get and the DSHk is great, but different in function as the maxim. Especially when you consider these doctrines support T1 far more synergistically.
I think much of the appeal of call-in is the "panic puma" type mentality. I think they're more a reaction to opponent's gameplay than a preemptive strategy. But I do like your line of thinking.
Latest changes to Penals are the wrong direction :c
Compare Penals with an actual "Elite Infantry" unit such as Obers that come out of the final OKW tech building. The power creep is insane. Ober's have to get at least vet two (accuracy bonus) in order to be any use and are only able to buy One (1!) LMG. And also Obers suffer from 1.5X damage from explosives which provides a (overly) huge weakness to their anti-infantry strength.
The only thing elite about Obers is their price. Four hundred manpower for a unit that has virtually the same survivability in the lategame (when it arrives) as Grenadiers. They really bring nothing to the table except for a particularly good LMG. And the LMG34 has definitely seen better days.
Not since the original/initial days of the lulziest LMG34 have I feared Obers. And even then I really wasn't afraid of them or felt they were that scary. They were just a big fat juicy targets that sometimes made my paratroopers or shock troops deathgods.
Then the Brits came out with their Sniper and everything to add insult to injury.
Couldn't agree more with the last part you wrote. CoH2 is different from vCoH, I get this and this is not an effort to make the game more like vCoH for the sake of it, but resource distribution among strategic points are in comparison watered down and hold very little meaning. It doesn't have to be extreme but I believe that more distinction would add to the game.
For example changing the current distribution from
+5M/+3F, +11M, +7F to something like
+4M/+2F, +15M, +9F or even
+3M/+1F, +17M, +12F.
The math around it is easy, but dependant on the map pool. You just take the average resources on every map and since they are all symmetric you can just divide the results by two and reallocate the distribution in a more distinct manner across the average amount of (dedicated) resource points.
It's just a question whether we believe this is a good thing or not.
That's actually not a bad idea. But i believe the current maps are a bit of a lost cause at this point without redesigning. If relic wants more user generated content, then more varied, and tiered, resource points are necessary for just basic principles of map design.
Currently the limited worldbuilder options hamstring both user and relics own attempts to create maps for this game
I think this is a lot of argumentation over 80 manpower and 10 fuel.
There's no supply yard or kraft centre for buying vet in coh2. And for that reason the utility and strategy of attacking bases is pretty downplayed except for only wiping squads as they retreat.