I wonder if FRPs automatically disabled themselves in enemy/neutral/contested territory if that would change anything.
Putting pressure on the point the FRP is in would be a reliable method for punishing one placed too forward without resorting to arti and squad wipe-fests. It'd be nice to have less 'all-or-nothing' type strategies in CoH2. |
Not necessarily. The OST, OKW and Soviet medics heal individual units, with there being 3 medics doing the healing.
The ambulance gives off an AoE healing effect that has no bearing on how many units are there. I assume with 10 squads the USF will still take 20 seconds. |
There is barely any base building in this game. The Soviets and Ostheer's teching is a shell of base building. We're not powering tech structures or harvesting vespene gas. |
By building a bofors, the British player essentially forces his opponents hands in extremely significant ways. Either in denying a major/strategic portion of the map, or requiring such a concerted (and predictable) counter the Bofors is a considerable means of constricting your opponent's possible strategies.
Throwing down a bofors to get my opponent to make a doctrine choice and spend munis off a mortar HT is playing into the British lategame so hard. Brit endgame is beefy, and the Axis have to be prepared for it, not tailoring their forces to counter emplacements. I swear, most advice for countering British emplacements is "assume the position for the croc". |
Oh truck factions. |
Abstained. I don't feel that FRPs are the worst thing in the game, as I feel that they could be interesting if handled well. Combined with linear map design, they're not handled in the best way. (Mostly due to 2 of 5 factions missing them.) |
Why compare Comets and Panthers like they're fighting the same units?
Comets are fighting axis infantry and tanks, Panthers are fighting allied infantry and tanks.
A comet typically necessitates something like a panther to counter. A panther most certainly doesn't necessitate a comet. |
The Panzerwerfer seems to go back and forth between being extremely powerful and absolutely useless.
I think the thing with the Panzerwerfer though is that when it comes available to the Ostheer it is exactly what they need to counter an Allied faction that's dug in on a fuel point or vp.
Ostheer doesn't really dig in, at least not at the stage of rocket artillery, for something like the katyusha to have much functional use outside of punishing an ignorant blob. And besides there's plenty of artillery from the Soviets (ZiS, SU-76) before the katyusha to deal with any bunkers or any particular garrisons. Furthermore Ostheer T4 is a bit curious as the Panther is not a great tank against anything a panzerwerfer counters. The choice between a panther or panzerwerfer can have dire consequences for both players.
But by the lategame, most allied players will have been able to capitalize on the Ostheer only having an outmatched mortar to content with. This more often than not can put Allied players in a position where the panzerwerfer can pop out with incredible shock value. It's kind of a dark horse unit. These things make for the panzerwerfer being more important to the Ostheer than the katyusha is to the Soviets.
But man missing a panzerwerfer barrage and showing that you probably don't have any fuel invested in AT can be a great signal/bait for an allied offensive. |
The Pershing and Calliope are indeed two things that support USF quite well due to the lack of late-game stock units. The fact that you have to pay additional money to get them, (or lol War Spoils), does indeed undermine the enjoyable aspects of this game. The early stages of this game, pre-WFA, really showed this when Soviets were (still kind of are) crippled without a commander choice to effectively 'complete' the faction.
USF is just boring as hell. When I am playing Axis against USF I know that there's going to be a ton of rifles (or lolREs) before my opponent even has an option to change it up. A WC51 can throw me off pretty hard, but it's not like any of the non-USF factions can't adapt to it.
But unless there's a calliope or pershing commander, I can usually rely on just stalling to the endgame to win games. USF is designed to be crippled as the game progresses, which sucks because most good matches aren't steamrolls that result in a surrender at the midgame. |
Well, it's not 2 UKF camping, but 2 UKF camping with USF support.
And it's City 17.
Campy UKF eventually gets bled dry by ISG fire, but in 3v3s and 4v4s it focuses far too many resources down a very predictable path. It forces you to invest heavily in ISGs, which are just wonderful things for USF to harass, kill, and steal. |